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. So how do you fade one texture into another? Say grass into dirt, like on the edge of a dirt track. On my map, I have a driveway for carts etc, and it needs some cart tracks (patches) and grass humps (patches) and textures blending the two together. Is there a way to do this that is also clipped? Thx Neon
  2. I assume thus must have been discussed before, what was the outcome? Is it as simple as saving in a better or other file format, that wont have any adverse effects? The DDS folder uncompressed sits at 1GB and the Textures folder is at 1.9GB and the models folder Im guessing at around 500mb.
  3. 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...

  4. 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
  5. 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!
  6. Hi, i supose that the collision texture work like a invisible wall. My question is if this especial texture have some property to do damage whe on contact with it. Thanks JG
    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)

  7. Can someone remind me if we have a ewiki entry on how to do this..? I am looking to make a bklue version of our glass texture. - textures/darkmod/glass/clear ta.
  8. Here you go, these are the sites I hit up when I'm looking for particular textures. Animax (best of the bunch) Imageafter Amazing Textures Famous Paintings Cambridge 200 Botanical Textures Mayang's Textures Ben Cloward Textures and Tutorials Cornice Moulding 3D Excellence 3Dtronic Textures Bradbury Victorian Wallpapers Waverly Wallpapers and Home Decor Lemog 3D Afflict Textures (meh, not the greatest. But there are a couple of good ones here) Image Stock Megatex Travis Price Gallery Pixelperfect (can be slow, but good) Diwesign Texture Warehouse Stockvault Edit: Added August 23rd Landmark Metalcoat
    1. Obsttorte

      Obsttorte

      This looks cool, somehow oldschool in a nice way.

    2. demagogue

      demagogue

      I hope the gameplay is unique to justify him reinventing the wheel instead of, e.g., just forking off of us. The art design looks good.

  9. 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?
    1. Show previous comments  1 more
    2. Obsttorte

      Obsttorte

      Part two is recorded. Now I only need to add the subs and rip it down. Should be on youtube tomorrow.

    3. Lux

      Lux

      can't wait.

    4. demagogue

      demagogue

      I didn't know that first trick setting up the base, so thanks for that.

  10. 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.
  11. Love your signature over at the Eidos forums. Hahaha!

    1. Maijstral

      Maijstral

      I don't normally even use signatures, but I've used a few to voice my displeasure at what EM is doing to Thief. I'll probably stick with that one until I lose interest in visiting the EM forums.

  12. 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?
    1. rebb

      rebb

      What a pisstake ;)

    2. Diego

      Diego

      Now players will not onlyget spit on while hiding, they will be pissed on too!

  13. 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.

×
×
  • Create New...