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  1. I raised a tracker to fix texture darkmod/sfx/black_matt but want to check with mappers first because it's been used in loads of maps. The description of black_matt is: //matt black - there are already blacks but cannot get _black nor bc_black to reference as diffusemap Whoever set up black_matt didn't quite know how to achieve the right effect. It's not really matt black. The tga image is rgb 1,1,1 instead of 0,0,0 so it reflects some diffuse light (I assume they tried a 0,0,0 image and found it didn't work), plus It's light-interacting so it has default specularity. It can look distinctly grey if you put a light right next to it and look at it from an oblique angle. Really it should have been set up to be opaque but not be light-interacting at all. A 0,0,0 filter blend instead of a diffuse map, combined with the forceOpaque keyword, would probably be right. I used this texture in a map that I was working on before getting into TDM coding, for the bottom of wells, and to block holes in walls where rods poke through etc, where I wanted to make shallow holes appear to be deeper than the player could see while sealing the visleaf. I'm not sure how others have used it though. I did an existing map check and it's been used lots. Should we change it to be properly black?
  2. The full Thief Gold HD texture mod is going to be released soon! Here's the trailer

    1. Show previous comments  4 more
    2. nbohr1more

      nbohr1more

      This is cool and all but I wish Gecko would've worked with the Canon Texture folks at TTLG rather than doing his own project. He's completely changed the look of some of the textures. I guess it's author's prerogative but when you market yourself as the "official" HD mod it's kinda shady, especially since there was already HD-ification happening elsewhere...

    3. SeriousToni

      SeriousToni

      Thank you Goldwell! @nbohr1more: Which do you mean? Those? They really look nice and I hope he can help these guys out now after 1.0 release! http://www.ttlg.com/forums/showthread.php?t=140187&page=58

    4. fllood

      fllood

      Agree with nbohr1more. These textures imo are too far from the look & feel of the original game. I switched back from "HD" beta to original textures.

  3. I need some opinions here. In mansions like the following images, with white walls, what kind of texture do you suppose that is? Is it plaster? Painted wood? Marble? Can anyone suggest any existing textures that would be suitable? Everything I've tried so far either looks too dirty (not good for a rich interior) or too pure white (which looks artificial). http://winnerhospitality.com/Photo-Gallery/images/Buhl-Mansion-Photos/Interiors-Spa/Buhl-Mansion-Parlour-Foyer.jpg http://www.blogcdn.com/realestate.aol.com/blog/media/2012/10/screen-shot-2012-10-09-at-3.18.27-pm.png
  4. Hi guys, through the "cheats" topic I got the idea, that it would be quite useful, if there were tags for missions (the post was about removing the killing restriction in some missions to suit the prefered play style). I don't know how easy or difficult this is, but with them, it would be quite convenient to pick missions with playstyles, environment, etc one does want to use. This could also be expanded to other mission properties. I remember a discussion about climbable drains, handles on doors, that cannot be picked and other things the map author chooses for himself. That way these things would be clearer and as I said before, it is easier to choose missions with playstyles that suit oneself. What do think?
    1. nbohr1more

      nbohr1more

      I've got a little drool thing going on now... Sperry is one of those authors.

    2. Bikerdude

      Bikerdude

      Exactly..!! He is the one who inspired the Like's of Melan and Skacky!

  5. While doing some repairs on WS2 last night, I spent a couple hours repairing the horizontal/vertical scaling on a couple custom textures. Models, func_statics, and patches were untouched, but the world brushes had suffered a mysterious 4x or 8x change in their scaling values, causing the textures to become huge. This wasn't just a few brushes, but every brush face that used that texture. I recently switched two aspects of my work: - I changed from DR 1.8.1 to DR 2.0.2 - I changed the base darkmod folder from 2.03 to SVN I can't tie this problem directly to either change, because, until last night, I hadn't done any work near the corrupted textures since switching. I can't think of anything else that might have caused this. (DR seems the likely culprit, since it writes the *.map file.) The two textures in question are the red brick on the Builder church and the metal ceiling in the City Watch station. The brick had suffered a multiplier of 8 in the horizontal and 4 in the vertical. The ceiling texture had suffered a 4x change in both scales. Has anyone else seen this problem?
  6. Google mobile is on the forums online user lists (in addition to google)... never seen that before

    1. nbohr1more

      nbohr1more

      He's a pretty cool guy. You ask him to find stuff and he'll usually turn up the goods. A little nosy though...

  7. Personally I think this is the worst idea ever. The Reason forums has LOADS of info and knowledge, built up through years and years. I'm really sad to see it go away, and I can't understand why they've made this decision. https://www.propellerheads.se/forum/showthread.php?p=1579099#poststop
  8. Hey all, This is a simple technique to ensure quick texture alignment across brushes, but I haven't seen it recorded anywhere so I thought I'd write it down. When you're texturing the walls of a room, you'll normally apply a texture to one brush, then copy/paste it onto the adjacent brushes until everything is textured: The problem with this copy/paste method is that, like you see above, the textures will almost never align properly, and then you'd have to shift/move the textures on the second brush in order to get them to line up. The reason for this is that DarkRadiant will only smoothly move textures between surfaces if the brushes are set up in a certain way. The surfaces can't be overlapping at all. They need to touching only at a single point: If you move the brushes so that they are set up as shown on the right (i.e. the copy/paste surfaces are only touching each other at one point in space), then copy/pasting will result in perfect texture alignment. And there you have it; as long as you set up all your surfaces so that they are touching at one point, you'll have seamless texture alignment when you copy/paste. For more complicated sections of brushes, the same setup will work, just cut up your brushes so that the copy/pasted surfaces are only touching at one point. It's a simple principle to remember, but it works wonders and will make aligning your textures a breeze.
  9. This tutorial is for an "advanced technique" but is easy (and useful) enough for any mapper to try. One of the frustrations that mappers run into with decals is that you can only create one decal per surface. This means that if you have a wall with a door in it, you can't make a single decal for the whole wall, but rather need to settle for three separate, smaller decals (one per surface). In working on my most recent map, I figured out a method to get around this so that you can get a single decal texture across multiple surfaces. This means you can, for instance, create a wall with a hole in it and apply a single decal texture to it seamlessly: Here's how to set it up. First, create your wall and punch a hole in it. Next, select all three/four surfaces surrounding the hole and make decal patches for them. Next comes the important part. Create a brush the exact same size as the surface you want to apply the decal texture to (i.e. the size of the wall before you popped a hole into it) and place it exactly in front of the wall. Next select the surface of the brush and apply the decal texture to it (yes, you can apply decal textures to brushes). Then fit the decal 1x1 onto the brush. What you'll end up with is a big transparent brush with your decal painted across it. Then, just copy/paste from this large brush onto each one of the decal patches you made earlier. What will happen is that a piece of the texture from the brush will be applied to each decal patch such that the pieces mirror the whole texture seamlessly and you end up with a single texture fitting snugly around your door. Just delete the brush when you finish copy/pasting and you're all done. And there you have it. You can also use this strategy of copying a texture from a single brush onto multiple patches for other creative purposes too, such as smoothly wrapping a single decal across two brushes and a bevel: Hope this is helpful for you mapping endeavors!
  10. Hey guys, So in the course of building my most recent map I've run into several situations where I wanted to place a trim texture on a rotated brush. Something like this: The best way to apply a trim texture to a standard brush is just to use the fit tool on the surface inspector to align the texture. However, if you try to fit a texture onto a rotated brush, you get something like this: The standard solution to this would be to rotate the texture until you (hopefully) got something that looked decent. That method is both time consuming and prone to failure. Aligning a trim texture on two rotated brushes this way is also out of the question. So here's an alternative: use patches on the rotated surfaces. In my example, I apply caulk to the rotated face: Then select the surface, and create a decal patch for it. Unlike rotated brushes, patches can be properly aligned using the fit tool. So, just apply your texture to the patch and fit/flip accordingly (in this case I fit it 1x2): You might want to filter caulk while doing this step so that you can see the patch more easily. Note that because the brush surface is textured with caulk, only the patch will be visible in game. Note also that occasionally when you fit a texture onto a patch it may end up looking very squished. If so, usually rotating the texture by ninety-degrees will solve the issue (I think this happens when DR gets the x and y degrees on the texture confused). And there you have it. Perfectly aligned textures on rotated brushes. You can use this method to align two rotated brushes side by side quite easily as well:
  11. Lost post due to server issues?
  12. (If this is in the wrong place, could an admin/moderator please move it? Ta.) I went hunting for a metal patina texture and ended up downloading 2 programs. Has anyone else used Genetica textures? They're free and the user license states categorically that they can be used in non-commercial games-- TDM qualifies. The free Genetica Viewer as well as the Wood Workshop can be found here: http://www.spiralgra...iz/products.htm I really wish I had a hundred-odd US$ to spend on Genetica 4.0. Check out their gallery: http://www.spiralgra...biz/gallery.htm To give you an idea of what you can get for free... ...and you can render that texture *and* its bump and noise maps separately. Moreover, you can mess with the settings before render, including seed settings that completely alter the noise pattern spread and type. The Wood Workshop, totally free, is something along the same line, and what it produces is pretty damn realistic (unfortunately I was an idiot and didn't export my last render). Anyway, just putting this here in case others want to grab a couple hundred free textures, a rendering viewer that permits an impressive amount of editing options, and a wood 'factory' that rather much lives up to its name.
  13. Would there be any chance of a sticky in this forum with permalinks to the textures and prefabs that members have shared? I know that Biker and Melan and probably others have shared collections but I wouldn't know how to find them. I know we wouldn't want to weigh down the core mod download by adding everything, but variety and something a bit different is great for mappers who can bundle just the ones they want with their map.
  14. Playing Thief 2 again with the HD texture mod, what a fantastic job they did! Also it made me realize how closed in games are now days, T2 has beautiful open non-linear levels that are still able to narrate a fantastic story.

    1. Show previous comments  4 more
    2. buck28

      buck28

      That link didn't work? Is there a new Tafferpatcher that the link works for as well? The one at TTLG doesn't work? What all is needed to get TGold and T2 to work on a WIN7 machine? Thanks

    3. Vae

      Vae

      Link for "Thief 2 HD Texture Mod" works fine.

       

      TFix (for T1):

      http://www.ttlg.com/forums/showthread.php?t=134733

       

      Tafferpatcher (for T2):

      http://www.ttlg.com/forums/showthread.php?t=131106

    4. buck28
  15. From the same guy who made the Thief Gold HD texture mod - http://translate.goo...FNKV0h2owy3YQsg http://www.pcgamer.c...this-week/#null
  16. Evening Can I make a textures request please, I am after the following terrain textures with an Autumn theme. Grass with fallen leaves - browns and greens etc. fallen leaves decal/s - but with a high resolution of 2048*2048 so it will cover a large area without tiling. Said textures will be added to the SVN in addition to my map. many thanks b.
    1. Show previous comments  4 more
    2. lost_soul

      lost_soul

      I've been considering reinstalling TDS for a wile now... I've still got my original CDs. Have these guys fixed the bug where you get stuck floating? Last time I played TDS, that happened and I was unable to get out of it, so I ragequit.

    3. chakkman

      chakkman

      You can surpass that bug by drawing your bow, performing a shot, and draw your blackjack when the bow is tensioned, to abort the bow shot. I'm hoping it's fixed in the Gold patch too though. Alongside the thing where you move sideways, when peeking left or right.

    4. nbohr1more

      nbohr1more

      @Biker Hmm.

       

      Build TDM mission in DR.

       

      Export as portions as ASE

       

      Edit in Blender and export in TDS compatible format

       

      Import into T3ED

       

      Edit

       

      Release TDS mission...

       

      (or just stick with TDM)

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