Jump to content
The Dark Mod Forums

Search the Community

Showing results for '/tags/forums/texture/'.

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • General Discussion
    • News & Announcements
    • The Dark Mod
    • Fan Missions
    • Off-Topic
  • Feedback and Support
    • TDM Tech Support
    • DarkRadiant Feedback and Development
    • I want to Help
  • Editing and Design
    • TDM Editors Guild
    • Art Assets
    • Music & SFX

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


AIM


MSN


Website URL


ICQ


Yahoo


Jabber


Skype


Location


Interests

  1. Afternoon I've created a new material def and skin for the doorframes (see below) my question is why is the wrong texture showing on the skin in DR and in-game, 'rough_wood_grey' is being shown instead of 'rough_wood_grey02_dark' .MTR textures/darkmod/wood/boards/rough_wood_grey02_dark_ns { wood noshadows { blend diffusemap map textures/darkmod/wood/boards/rough_wood_grey02 red 0.66 green 0.6 blue 0.5 } qer_editorimage textures/darkmod/wood/boards/rough_wood_grey02_dark_ed bumpmap textures/darkmod/wood/boards/rough_wood_grey02_local { if ( parm11 > 0 ) blend gl_dst_color, gl_one map _white red 0.3 * parm11 green 0.27 * parm11 blue 0.22 * parm11 } { if ( parm11 > 0 ) blend add map textures/darkmod/wood/boards/rough_wood_grey02_dark red 0.3 * parm11 green 0.27 * parm11 blue 0.22 * parm11 } // TDM Ambient Method Related { if (global5 == 1) blend add map textures/darkmod/wood/boards/rough_wood_grey02 scale 1, 1 red global2 green global3 blue global4 } { if (global5 == 2) blend add program ambientEnvironment.vfp vertexParm 0 1, 1, 1, 1 // UV Scales for Diffuse and Bump vertexParm 1 1, 1, 1, 1 // (X,Y) UV Scale for specular vertexParm 2 global2, global3, global4, 1 fragmentMap 0 cubeMap env/gen1 fragmentMap 1 textures/darkmod/wood/boards/rough_wood_grey02_local // Bump fragmentMap 2 textures/darkmod/wood/boards/rough_wood_grey02 // Diffuse fragmentMap 3 _black // Specular } } .SKIN skin doorframe_rough_wood_grey02_dark { model models/darkmod/architecture/doorframes/door_frame_wood_96x48.ase model models/darkmod/architecture/doorframes/door_frame_wood_96x96.ase model models/darkmod/architecture/doorframes/door_frame_wood_104x56.ase model models/darkmod/architecture/doorframes/door_frame_wood_104x112.ase model models/darkmod/architecture/doorframes/door_frame_wood_128x56.ase model models/darkmod/architecture/doorframes/door_frame_wood_128x112.ase model models/darkmod/architecture/doorframes/door_frame_curved_96x48.lwo model models/darkmod/architecture/doorframes/door_frame_curved_96x96.lwo textures/darkmod/wood/boards/rough_wood_grey02_dark_ns }
  2. After various points in the this mapping tut the mapper is able to blend texture from patch to another.. http://youtu.be/WxWGSQkFsys
    1. Show previous comments  1 more
    2. Sotha

      Sotha

      Congrats! First one is The First one!

    3. Sir Taffsalot

      Sir Taffsalot

      If "its done!" why do we have to wait until next week? Congratulations on your first FM! I look really look forward to playing this.

    4. Kvorning

      Kvorning

      To let you know a bit in advance if you have a tight schedule and to catch last few things and tweaks:)

  3. Last night I had that "Instead of a texture you the sky or water thing due to overlaping brushes." I spent two hours tearing my hair out and altering brushes hoping it would fix things. Take in to account it takes me 15 minutes to dmap and load my current map.

    1. Show previous comments  8 more
    2. Lux

      Lux

      Also disable it or set it to "application preference" in your game.exe profile in your video card 3D settings menu if your default set to ON.

    3. Sir Taffsalot
    4. Lux

      Lux

      Just curious, what's your dmap time now?

  4. Just wanted to say, Hello! From reading through various posts in the forums it seems like a great community and I hope to become a part of it. So I got the hankering for some Thief as of late and stumbled on TDM through some googling. After purchasing Doom 3 through Steam and instaling TDM, I have been nostalgiacly playing through many of the FMs and have also decided to d/l the Radiant editor and start making a mission, maybe many, we'll see. As it turns out also, I just started (today!) my 1 week vacation from work and intend to dive in to the Radiant editor and am currently going through the A-Z wiki on it. A bit of background on me, I 'used' to work in application support till the economic crash a couple years ago and was laid off and am now running a machining center at a local machine shop, using Mastercam daily, 2D/3D stuff and have always wanted to make a mission/game, and decided since I've always enjoyed the Thief series and stealth gameplay so much, this is where I would start. After getting to my third year in Mechanical Technology I changed my major to Information Technology (should have went with straight Computer Science but ahhh hindsight). I've always loved building things and designing things and also really enjoy computers, art, audio, and the entire visual experience as presented to a user. I have created a couple playable maps before using the older source engine editor so I'm vaguely familiar with 3D modeling, skyboxes, lighting, AI pathing, etc. That's been over 10 years ago though. I got familiar with 3dsmax, ProE, Autocad, and Mastercam in my first major during school so that helps a bit when familiarizing with a new editor and as previously mentioned I've dabbled around in the Valve Source editor. I'm also very much looking forward to the Crucible of Omens campaign created by the marvelous talent at TDM and would like to help in any way I can once I'm familiar with the Radiant engine. I can also do many many voices, I've often thought about moving out to Cali from Indiana and finding work in voice-overs, voice acting, etc. All this started as a youngster with little friends, time on my hands, and imaginary friends. Wow that's hard to admit. So anyway, I've been working on a shadowy Garrett voice, and can do guards and some women characters with old, old english, gruff, slippery, sneaky, terrifying, voices and personalities. Just thought I'd mention that as it may be a way that I could contribute early on and would also enjoy. So anyway, too much about me and not enough A-Z wiki, back to the tutorial! Glad to be here and hope for good things to come.
  5. If I know a particular texture is used in my map, but I don't remember where I used it, is there any way in DR to find out what brush I used it on? This is going to be important for replacing D3 textures.
  6. I haven't been around too much recently, but when I do look into the forums every so often, I am always amazed how much progress is being made on the mod. Great work people!

    1. Show previous comments  1 more
    2. Sir Taffsalot

      Sir Taffsalot

      I wish there was a way we could play against each other on line.

    3. Melan

      Melan

      Neat, but a gimmick.

    4. Sir Taffsalot

      Sir Taffsalot

      True but its Chess meets Thief! The best gimmick ever!

  7. Just playing TR-2013 atm, and noticed the scum floating on the water, if there any reason why we can creating BM version of our sewer water textures..?
  8. Since TDM 1.08 and/or DR 1.73 this function just dosent work correctly anymore and its infuriatingly frustrating. When replacing textures DR returns the message "0 shaders replaced", yet it is replacing the fucking shader! and the only I find out is either than I copy the texture from a brush i just changed a texture on when I flush & reload the shaders.. grrrrrr.
  9. Does anybody else have this problem? In the (European) evenings the forum is unbearable slow. The server is delivering about 8Kbyte/s, sometimes less and usually stops midwhere during loading the page. Sometimes you can't even get the index page, sometimes you can log in, but then only get half of the overview etc. In the mornings everything is snappy.
    1. Show previous comments  1 more
    2. lost_soul

      lost_soul

      I never got into BSD, though I've installed it once or twice. This is another reason to check it out.

    3. simplen00b

      simplen00b

      @Sir Tafs: +1 (zillion)

    4. Serpentine

      Serpentine

      The BSD's arn't for everyone, but within their goals, simple code and mailing lists lies a lot of goodness and simplicity. I love the underdogs. Anyhoo work will be Linux friendly too. Portability is a cornerstone for good code.

  10. I love the texture changes in 1.08. The original visportal texture was one hell of an eye sore!

    1. Show previous comments  1 more
    2. PranQster
    3. Serpentine

      Serpentine

      My pleasure - Please be on the lookout for other editor textures which look bad. Shout when you find some :)

    4. Sir Taffsalot

      Sir Taffsalot

      Thank you serpentine! I also love the unique ladder textures too. Eg climbable foilage, climbable chains. Its great fun finding all these neat little changes in DR.

    1. Show previous comments  9 more
    2. demagogue

      demagogue

      (We can leave the thread for journalism corruption, but just on this...) Then the issue in academia is money flowing to the more corruptable fields like science & engineering with the big corporate grants & revolving door with staff. The humanities might not get that, but OTOH they are getting pressured to "justify their existence" financially. I could probably agree it's rife in almost any human field though, as long as there are incentives there will be corruption.

    3. demagogue

      demagogue

      Or then we have the "uncorruptable" critical academics, but then they're basing their work on Derrida or Marx and are so detached from reality they throw their credibility out the window. It's good to be critically detached, not so good to be derailed from reality. My position in law sometimes is something like a critical realism, but it's practically an orphan position. (You want to protect victims *and* think science works??? Wha...?)

    4. Sotha

      Sotha

      Who is uncorruptable anyways? I cannot convince even myself that I would be uncorruptable in every situation. And I perceive myself to be situated in the more-reliable-than-50%-of-the-general-population side in the gaussian distribution curve of corruption. Problematic, yes?

  11. Its been said before, but I wish we had texture likes this - http://www.moddb.com/mods/thievious/videos/ruinerthievious

    1. Show previous comments  1 more
    2. Sir Taffsalot

      Sir Taffsalot

      I cant see anything special about those textures

    3. Melan

      Melan

      I'm not seeing anything TDM missions haven't done already. Except the blurry post-processing, which they can keep.

    4. nbohr1more

      nbohr1more

      Thievious has Sikkmod graphics.The textures aren't so great and aren't even from Thievious... They're from the Gatehouse map by "evil artist".

  12. For the last 1-2 weeks the forums have been really slow and unresponsive for me, when I type a post half the time it just sits there etc.. is anyone else having the same issues..?
  13. Gecko's new texture pack looks cool in game:

    1. STiFU

      STiFU

      I'd say some things look nice, but some things really don't!! :) It's still great though Thief can do HD textures now...

    2. Bikerdude

      Bikerdude

      I think for te most part he has a good eye for what matches the old textures, I did notice a bunch of miss-alignments and such, but I imagine these will get ironed out in testing.

    3. New Horizon

      New Horizon

      Some of them do act as phenomenal replacements, but others are so drastically different that they make for a completely different feeling. Still, very nice.

       

  14. Is there an easier way to randomize the wood texture on staircases besides selecting step - shifting texture - deselect step - select next step. It results in making staircases one of the most boring things in DR

    1. Show previous comments  8 more
    2. Sir Taffsalot

      Sir Taffsalot

      @DMG I'm probably being thick here but how is that a quick way to texture lots of objects? You still have to go around clicking on the individual faces of each thing you want to texture?

    3. demagogue

      demagogue

      It's faster than changing the texture position for all of them, not as fast as selecting all & clicking the "Natural" button as Sotha mentioned. I was just listing another option, sheesh, lol.

    4. demagogue

      demagogue

      Sorry I re-read the point & let me re-explain that. The advantage of the MMB-click method is: it's for when every face has a different texture. It's a quick copy/paste method. So it's not really there for your task at all (when they're all the same texture).

  15. I don't know if my memory is failing me, but I can't remember how to achieve an effect with a texture. I'm adding some new foliage models that are flat planes. I'm pretty sure I saw an example a while ago of how to make such models lit on both sides, rather than one side being lit and the other side being completely black. Just setting it to noshadows and noselfshadows doesn't work, and I've tried twosided and translucent as well. Either I've forgotten how to do it, or I'm misremembering that it's even possible.
  16. I was trying to find the aforementioned thread as I'm working on a map atm and I noticed that the Darkradiant dosent have an image for "textures/common/shadowcaulk" Anyone point me to said thread..?
×
×
  • Create New...