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  1. Here is the old thread, and especially at this post of mine for size comparison: http://forums.thedarkmod.com/index.php?s=&am...st&p=116729 Basically I was able to calculate that all the missions from all three Thief games could ALL fit into less than 10% of the available space in Doom 3. So I don't think hitting the maximum map size is going to be a problem...
  2. Hi, Those values were what my config files had by default. They didn't work, I then tried the wiki which suggests the following and this didn't work either. seta image_usePrecompressedTextures "1" seta image_useNormalCompression "2" seta image_useCompression "0" Please believe me when I say that I have played with the config files. I have tried variations on all of the settings that looked even remotely relevant. Thanks,
  3. Thank you for your replies, @ Tels Yes the card is newish, I had disabled the Catalyst AI as was suggested in another topic, but I haven't yet tried disabling the entire Catalyst Control panel. @New Horizon As I stated in the topic, I have checked all the settings listed on the wiki as being related to the black textures. The setting you mention being one of them. @Ivan the B Thanks for your reply, this seems to support the idea that this is a driver fault. The machine was built at the end of October and all the drivers were up to date at that point, I will try a few different drivers both older and newer as well as disabling the catalyst control panel and edit\reply with results. (at work at the moment so will be a while)
  4. There are separate volume controls for ambient music and sound effects in the menu. Speaker entities in maps just need to be marked as being "music" speakers. See http://wiki.thedarkmod.com/index.php?title=Sounds:_Background_and_Local#Control_of_volume_by_.27Ambient_Volume.27_menu_setting Is that what you mean or are you talking about something different?
  5. That's a remnant of Saint Lucia/Thief's Den. With tdmlauncher, there's not need to create messy shortcut args. Just start TDMlauncher normally without the arguments tacked on the end. Edit: Fixed that part of the beginner's guide Wiki. That shortcut hack is obsolete for TDM 1.0 anyway.
  6. Ok, that makes perfect sense, but that also raises 2 more questions for me. Why does the wiki Tute talk about setting up a shortcut with the Doom .exe in the target box if I'm meant to be using Dark mod launcher ? I am guessing the desktop shortcut Fidcal mentions should be set up as follows: "C:\Games\Doom 3\darkmod\tdmlauncher.exe"+seta com_allowConsole 1+set r_fullscreen 0 ....though when I tried this originally (and now) it wont accept it as a valid path.
  7. Yeah guys, NO reason to touch the pk4 unless you want to pull a file out to change for your own use. DR does work by looking into files AND the PK4's. Since release 1.0 I have been using the ONLY release for testing, mapping and updating. I use the folder system we have set up, no issues. Once I have the updates done then I add them to our SVN repository for release in 1.1. ------------------- As far as tuts, that's really what the Wiki is. We try to fill it in as much as possible but that's alot of work in itself and releasing the mod and updating is first priority IMO.
  8. Yes, but not simple: http://wiki.thedarkmod.com/index.php?title=Location_Settings
  9. I'll join the wiki and modify it myself the next time I find an error. Thanks for fixing it for us. I'm following the tutorial so far, and I just added the skybox and all that. Then I saved and went to play it. dmap won't work, though, because it says: WARNING: file sound/tdm_sfx_impact.sndshd, line 425: sound 'small_metal_impact' previously defined at sound/tdm_sfx_impact.sndshd:77 I'm confused now. How did I break it? - Baalak called Clumsy, Apparently.
  10. Hi All, After attempting to follow the chain of 'Getting Started Guides' for both gaming and editing, I've arrived at an impasse. The Quick Start in the Wiki for the DarkRadiant gets you to the point of setting the Paths and bringing up the editor and says.... Just open a map and take a look. So..... Where are the maps... I have only .pk4 files in all of the folders that correspond to the FM's that I've downloaded. I have tried opening the editor alone and along with the game running in a window. I've tried starting the game first and also starting the editor first.... none of these sequences results in any .map files or any other file types that the DarkRadiant recognizes. Also an ancillary question: The startup guides for the FM's themselves indicate that once installed a mission remains installed but I don't find that to be the case. I wind up having to Re-install the mission I want to play each and every time I start up the game?? Any and all Help appreciated!
  11. The path and filename of the .mtr is completely irrelevant. All that matters is the name you've assigned the material within a .mtr file. e.g. Here's a sample material definition (from http://wiki.thedarkmod.com/index.php?title=Basic_Material_File): textures/darkmod/stone/brick/redbrick_with_mortar { qer_editorimage textures/darkmod/stone/brick/redbrick_with_mortar_ed // editor image diffusemap textures/darkmod/stone/brick/redbrick_with_mortar // diffuse map bumpmap textures/darkmod/stone/brick/redbrick_with_mortar_local // normal map specularmap textures/darkmod/stone/brick/redbrick_with_mortar_s // specular map } The name of this material is "textures/darkmod/stone/brick/redbrick_with_mortar". So, to use this material on a model, use the following (without the line break before redbrick that the forum keeps adding - grrr): *BITMAP "//darkmod/textures/darkmod/stone/brick/redbrick_with_mortar" The .dds file extension you saw in the ASE files is a (harmless) mistake; Doom 3 ignores such file extensions when they are appended to material names.
  12. I've fixed the page. Please don't hesitate to fix any mistakes you see on the wiki. Wikis work best when there are as many contributors as possible.
  13. If that works it wants to go in the FAQs on the wiki. I'm puzzled that 2490_chalice gets written to currentfm.txt; it should just say chalice. Is the game folder 2490_chalice?
  14. I use DarkRadiant 0.9.8pre5.exe. After double click on DarkRadiant.exe instantaneous appired this window: (screen in attachment) (all instruction from http://forums.thedarkmod.com/index.php?showt...p;#entry158490)
  15. AFAIK the mod should work under Steam, but our only entry in the FAQ is this: http://wiki.thedarkmod.com/index.php?title=FAQ#Does_it_run_with_the_Steam_version_of_Doom_3.3F Does that not help you? What is your Steam folder?
  16. Nice avatar. I spent a few years trying to beat Betrayal at Krondor as a kid. Good game and times! I too hail from HL2 mapping background. I think I'll start writing a tutorial for Hammer/worldcraft to Darkradiant transition. Welcome to the forums :-D
  17. So basically it's one model saved different meshes on multiple layers? Hell, I'm just gonna hit up the wiki. Edit: I'll upload the lamp later tonight when I have a bit more time, since I've got to take off here in the next few. Do you want me to save them as .lwo's or .obj's (hopefully lwos, objs always seem to mess up my smoothing angles).
  18. Hey there you gals, nice to see you over here on TDM forums! Thanks for the support, we are doing well and learning more every day, quite an adventure and still not quite 100% real yet, but more so than before. Happy Beta Testing!!!
  19. The lamp could deffinately be lower poly. Looks like 14 segments around, but you could probably throw that tex on a 12 sided cylinder. And it looks to be about 50 segments tall. Right there you'd save 200 polys and wouldn't even notice. Don't be afraid to 'float' polys either, that can save a ton. You could make the bottom under the glass 2 cones that overlap. One under the glass and one under the 'ring'. The ring could be a 12 sided cylinder 1 segment high. That would save 3 height segments per cone, at 12 sides probably about 100 polys per cone, do that to the top too. All together you'd save around 600 polys and still retain the basic shape, and you have the normal to 'shape' it more. Now you're at 600 polys which is a pretty good budget for a fancier object (I have a few items around 800 and I feel that's pushing it a bit) and a shadow mesh for that could be 100 or less (alot of lamps get the shadow turned off anyway as they usually just make lighting look bad). Table looks good. I think the decorations around the edge might give you the same issues as the window sides. They seem very deep, so on a low poly table edge that is flat the normals might look a bit strong where the player sees the actual shape. If they are only half as deep it might not look quite as jarring to the player (either way most people will probably hardly even notice) I think the legs might not stick out far enough to support the table though. ----------------------- Collision and shadow are easy. Collision: 2 different kinds. 1:static items, like the table could basically be a cube for each leg. Doesn't have any limitations on poly count. Just keep it fairly close to the shape so arrows don't hit an invisible wall 6 inches away from the table leg. Just has to be close enough that things don't hit air or fall through. For the top I'd probably stay with a cylinder of almost as many segments around so players won't drop goblets through the edges. Can be convex or concave (but made of convex shapes). Can be made of multiple materials - ie: the legs can have //base/tdm_collision_metal (I think that's right) and the top can have //base/tdm_collision_wood. Try to match these up with the objects materials realistically. The Wiki has a list. 2:moveables, have a limit of 16 polys (I think). HAVE to be convex. Can only be one material. sometimes you can get lucky and force a concave model through, but usually that'll make it wonky and it'll get bumped and fly through the air, bounce off stuff weird and possibly kill anything it hits. If it doesn't work at all you won't be able to go in game, it'll give errors in console. ------------------------ Shadows are just a very low poly version of the model. Sometimes you can use the collision mesh and just copy it and put //base/textures/common/shadow on it. (double check that path.) (shadow2 doesn't cast shadows on the object itself, good for small items like rings (well, rings don't really need a shadow at all) This is the most important performance factor. You can have a model of 2000 polys, and a few lights on it and fps will dive hard. If you add a shadow mesh of 200 polys you can have 10 of the objects and get the same fps. It's the dynamic lights that really kill performance. Still good to keep poly budgets in mind, but shadow counts for 90% of that. Just try to keep the general shape for the shadow but you can probably go with half as many sides on the table top, maybe less and still have a decent shadow. I use 3 sided cylinders for alot of stuff like table legs, that'll give thickness from different angles. Just make sure you put noshadows on the objects material, otherwise you end up with 2 shadows cast per object. The shadow mesh should be entirely encompassed inside your object too. If the shadow sticks out it can cause weirdness. This also seems to differ between lwo and ase as far as I can tell. I get blackness on my object if my shadow sticks out, however I don't think Springheel has the same issue with his lwo's. Eitherway, keeping them inside is good.
  20. Mmm... thought that way used to work. Well alright the more normal way I suppose I should have said is select the brush then right click in ortho grid view for the menu and select 'create entity'. I'll add that to the wiki to make it clearer.
  21. AI creation into map. It's becoming evident that mappers will generally just accept default voices. They did not have to do this in Thief because the editor varied the voices in each location automatically. So if you created 3 guards in one area then somehow when you created guard 2 it tested any existing guards nearby and gave the new one a different voice. Compare this with TDM where the mapper has to 1. be aware of the problem, and 2, open his browser, navigate and search through the wiki to find what voices are available, copy and paste etc. So, on *every* AI he creates. he needs to be aware of this. Coupled with skin and head selection this is not easy at the moment and where novice mappers don't even realize that bricks have to be lined up on a wall we can foresee a lot of maps full of voices echoing each other. I don't know of any quick fix answer. Maybe all new voice sets when created could be added to a def list - a kind of look up table. Perhaps the editor, whenever a new AI is being created, could automatically open a dialog, a kind of wizard, listing heads, skins, and voices perhaps in drop down lists with the defaults selected. The mapper then at least is aware. One can see from this perhaps the ultimate would be something like the Oblivion character maker (but not so advanced of course.) The mapper attempts to create an AI and a dialog opens showing drop down lists on the left of heads, skins, voices, attachments while on the right is the image displayed with the voice talking. I guess the above is a kind of merger of the skin, head, etc. dialogs but perhaps a more viable way might be just to call those on AI creation as a wizard sequence. So: Mapper selects say a proguard Matching skin dialog comes up automatically with default shown. Select & click OK. Matching heads dialog ditto... Matching voices dialog ditto...
  22. Cool, glad to hear you got it working! I'll put a note in the wiki about GCC versions.
  23. Looking at Digital Nightfall's models pack for Thief 2 I couldn't help but wonder if we ought to ask if he has high res originals we could use. http://www.ttlg.com/forums/showthread.php?...899#post1775899
  24. Probably the simplest way is to make two identical guards at the same place, one with torch and one without. Then set the difficulty level on each guard as described at http://wiki.thedarkmod.com/index.php?title=Difficulty_Levels
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