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If you're using candle entities, they come with flames already attached (although you can't see them in DR). If you want to create your own candle lights, you can either build your own entity using a candle model, or you can use the entities but pass spawnargs to the light to change it's radius, colour, etc. The second option is probably easier, but I don't actually remember how to do it atm. Someone will no doubt chime in, or you could try searching on the wiki for lights, candles, etc, and see if you can find it.
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Our own wiki says to set Spacing to 10 and this matches Dark Radiant's grid size of 1. But these units seem to be doom units anyway so setting the grid to 10 is like setting Dark Radiant to 10. I can make no sense of it. How am I to work with this?
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It is already possible to lock AI in a room but it depends how the FM creator has set it up. If he gives an AI absolute power to unlock a door then you can't do it. But if he only gives him the key and you take it then you can lock him in. At least, I'm very certain; I'd have to test it to be positive. See: http://wiki.thedarkmod.com/index.php?title=Doors#AI_Door_management
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Fan Mission: The Tears of St. Lucia (2008/10/21)
Crispy replied to Springheel's topic in Fan Missions
Try disabling Catalyst AI, or turning off bloom. See http://wiki.thedarkmod.com/index.php?title=FAQ#Slow_loading_times and thereabouts. -
Models refer to shader names just like brushes, not paths to texture files. You need to create a material shader for it. There is a basic article on that on the wiki in the Modeling section. There are LWO exporters, I seem to recall that I exported an LWO before. But one needs to be careful to set up the correct image paths, such that the exporter writes the shader paths correctly.
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Ah, thanks. Strangely a cross section of the chair legs shows 0.200 x 0.195 and yet following the tutorial I set them all to 0.6 x 0.6 as I recall so even scaled down I don't see where that error crept in. In View properties, what have you got for spacing, lines, and subdivisions? Which .ase export script do you recommend? I see a lot at http://wiki.beyondunreal.com/Legacy:Blender#Export_Plugins
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Well, the wiki says... But that gives a HUGE grid size suggesting my chair is microscopic if those represent DR units of 1. I cannot even see the next grid line. Then... But I can't find any Mesh Tools in Buttons view.
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Small stone or glass crystal paperweight sound needed
Crispy replied to Fidcal's topic in Music & SFX
No. Not really. The sound department has been more or less dead for as long as I can remember, apart from the odd once-off submission here and there and a few attempted revivals. There is this sticky: http://forums.thedarkmod.com/index.php?showtopic=5743 I don't know whether that's current or not. -
Yeah I know what you mean. But I did find the info by chance. I searched through that wiki tutorial. Confusing as hell but reached the part where I was in unwrap and what was missing before was to unselect and select all before unwrap. The Katsbits just says A to select all which just unselected. Need to press it again to select the whole chair. So now I see a distortion in the uv map so I think I'm back on track. Funny but I never thought I'd be pleased to see a distortion.
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For details of testing for internal leaks: http://wiki.thedarkmod.com/index.php?title=Performance:_Essential_Must-Knows#Internal_Leaks Jdude has a good internal wip city map on SVN where the performance is pretty good @ jdude\edridge.map
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The basic idea is that you detect corners/crevices and make those darker. As the name "Ambient Occlusion" suggests, it's meant to emulate the idea that scattered ambient light (ambient = comes from all directions) is occluded (blocked) by nearby surfaces from falling into such crevices. http://en.wikipedia.org/wiki/Ambient_Occlusion If you were taking positioned light sources into account, I guess that would count as global illumination, not AO.
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Great site, thanks for posting it Rich! http://www.blendswap.com/submit-blend/ says: So anything tagged "Durian" is under CC-BY 3.0 for (which is great), or personal and commercial use allowed under an unspecified licence (which is fine, if non-specific). Either way, there should be licencing info included in the file, so people can check when exporting them. The quality, setting-appropriateness and completeness of these does vary a bit, as you'd expect (some are lacking textures, frex), but there are a ton of them (especially in the Durian category) and some definitely look usable. A few standouts I found while browsing: Primitive ladders: http://www.blendswap.com/durian/krizas_city_ladders/ Old kettle: http://www.blendswap.com/durian/kettle/ Broken bucket: http://www.blendswap.com/durian/melon_sintelbedroom_buckethardbrokentextured/ Drinking horns: http://www.blendswap.com/durian/drinking-horns/ Rotten apple: http://www.blendswap.com/durian/jfblend_trash_apple_disgusting/ Half-eaten leg of meat: http://www.blendswap.com/durian/chickenturkey-leg-bone-with-meet/ Dog skull: http://www.blendswap.com/animals/dog-skull/ Spiderweb: http://www.blendswap.com/animals/insects/spiderweb_90degrees/ Wooden bowl: http://www.blendswap.com/misc-objects/simple-wooden-bowl-with-nicks/ EDIT: Searchable asset list here, if you're looking for something specific: http://wiki.blender.org/index.php/Org:Institute/Open_projects/Durian/Sprint/Assetlist TLDR: Yes, we can use these.
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Yes, it sounds like he is using 3DS Max. Here's the topic: http://forums.thedarkmod.com/index.php?showtopic=8674 Will you be able to upload the updated skeleton? I want to make sure I point Dram to the right one.
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Cool, thanks for that I should have net access every now and then, depending where I am at the time really. In any case I should be able to get onto the forums about once a week imo. In any case, sure just let me know what to do on those first two models and I'll get on it once I'm there - won't be able to do much before I leave unfortunately. Then, once you work out what needs to be done on the other three just post them here and I'll jot it down and get that done. I'm flying November 30th btw.
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So MODDB (Mod DataBase) has a new statistics tool which shows more information on how your mod has been affected by news and updates and such. Here is the code for an embedded version for The Dark Mod in case anyone wants to try it out in their own browser or add it to their Thief or Doom related fan site: <object width="600" height="400"><param name="movie" value="http://www.moddb.com/statistics/embed/visit/mods/4000/downloads-videos-images-articles"></param><param name="wmode" value="transparent"></param><embed src="http://www.moddb.com/statistics/embed/visit/mods/4000/downloads-videos-images-articles" type="application/x-shockwave-flash" wmode="transparent" width="600" height="400"></embed></object><br /><a href="http://www.moddb.com/mods/the-dark-mod">The Dark Mod mod for Doom III</a> (Can this work on the forums or only on a normal webpage?) It's interesting to see the HUGE spike (in all categories) after Saint Lucia's release!
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Fan Mission: The Tears of St. Lucia (2008/10/21)
Valendrin replied to Springheel's topic in Fan Missions
Hey, I'm sorry to bother you with that bug again but the relic objective still becomes unchecked during play after finding it. I installed TDM on Wednesday and downloaded, installed and played the mission yesterday. Because I was still unsure whether I had the right version of the mission (I had taken one of the links from the official TDM website but couldn't remember which one.) I uninstalled the mission manually as described in the Dark Wiki. Then I downloaded the mission again using the mediafire link, installed the mission and encountered the bug again. (Here's a short video of my problem.) Ok... I have to admit that I was too lazy to play the whole mission again so I imported my old savegames. But I in the savegame I loaded I still had to destroy the statue and to get the relic. I tried getting the relic first and damaging the statue after that and the other way round. Maybe this helps to fix the bug. Anyway thank you for this great mission! -
The references on modwiki are complete from d3 side of things, there are new surface types added with TDM that should be on the wiki. The d3 sdk page also has quite a bit but dosent divide up things up well.
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For the record I had this same question a little back and was also wondering about the other Player motions (walking, looking around, frobbing, object/weapon/inventory manipulating), basically to what extent can a script "possess" a player to go through a sequence of actions? It'd be good to figure out what can & can't be done, and how to do them, and make a wiki tut out of it. Edit: Sorry I don't have any ideas on this problem. I recall a script function to force the camera to look at an angle, but that's different from this.
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Okay done, check it out here: http://wiki.thedarkmod.com/index.php?title=Patch_Splitting_-_Basic_Tutorial
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Alright I guess, I just thought that since the mappers are going to be editing the data structure, that they should have some understanding of it. After all, after the tutorial, mappers might want to do this in their huge maps, and might have a bit more trouble navigating the map file. But your changes make sense, I'll update it again. EDIT: Okay uploaded new version. It might be faster if we just threw it up on the wiki and edited it there as everyone has write access.
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Ok, I made every unsigned variable/argument size_t now, or should I rather use unsigned int for variables and size_t for arguments? I also now followed the proposed naming-conventions. I actually started with those conventions in mind, like they are shown in the DarkRadiant Coding-standards wiki, but somewhere along the line, I must have forgotten about them... I should probably read the const-ness chapter in effective c++. I have never created a const method (and probably also never heard of it^^). What do you mean by that? (I really have to read the constness chapter) The numPages member is not const. No members are actually supposed to be const as I originally planned the class not only to be used for importing and exporting, but also for stuffing information from the readable editor GUI inside and passing the object to the preview renderer. But that's up to you now how you want to do that... EDIT: Ah, ok. A const-method cannot change any members, but the members themselves can change as much as they want, right? Ah I did not know those exceptions weren't generally available. Will add them manually then, because they are meant for communication with the Readable Editor GUI. But you did mean "index >= 0" with reference to std::size_t, right? Although I did code a little C# (and really liked that language), I was originally taught C++ at the uni and Pascal and Logo at school (lol). I mostly worked with dialects of plain C however and assembly optimization, since what I do for a living is a lot closer to hardware, which is why I don't know all these neat tricks. If we want to be really precise, I actually started learning to code qBasic myself when I was pretty young... OK, I forgot to use ref-to-const here, but when I try to assign name in an initializer list, my compiler returns errors: "illegal elementinitialization: '_name' is neither Basis, nor Element". I put it in those brackets and it worked. I actually don't quite understand this compiler-response, because the member-variables of the base-class are all protected and my class is a public inheritance of the base. By the way, I will redesign the import-directive-support a little bit to allow multiple-stage import-directives. To achieve this, I'll use the other approach I suggested in the upper post. Looking forward to your further comments. 'till then...
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has the howto been added to the wiki now..?
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The problem is that importable definitions aren't necessarily valid XData-readable-definitions (see Wiki). So importing a definition referenced by the import-directive may not work. Instead of importing, I open the file that contains the referenced definition, search for the requested statement and parse it into my XData-object. If there is more than one statement to parse, I reset the get-pointer to the beginning of that definition before every further search. Another possible approach would be to check if the current token is a requested statement, possibly parse the following content and repeat until the end of the definition is reached. Currently, I just use the FileVisitor to create a DefinitionMap that stores all found definitionnames and the name of the file they are stored in. I use it to lookup, where to find a definition. There's not too much freetime the next days. I already spent way too much time today on finishing the first version of the XData-implementations, so I gotta concentrate on learning a little bit more, for now. I am neither familiar with GUIs, nor with GL. But I would say, the GUI parser would be the easier task for me, because I already wrote a parser now and I'd basically only need to learn the GUI Syntax then. But I am still going to take a break for a couple of days. If there's still something to do afterwards, I'll do it. If not, also fine! EDIT: Didn't see your post there. Thanks for the advice so far. I'll have a looksie at that later...
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Itches, Glitches & Anything Else...
Fidcal replied to greebo's topic in DarkRadiant Feedback and Development
Theothesnopp, using SL resources, reports that 'extra materials' eg, rtable1 he has used in his map have 'spontaneously' changed to _default. I just can't think what might cause this. I'm using some extra materials in my own map and they are stable after many saves. Any ideas? http://forums.thedarkmod.com/index.php?showt...st&p=171401 -
You should not caulk these surfaces, because they are used to cast shadows and caulk does not cast shadow. For instance, if you have a ceiling beam and caulk the upper part (because the player will never look between the small space between the ceiling and the beam running 5cm under it), the beam wont cast a shadow at the ceiling from below, which will look wrong. The only and ever faces you need to caulk are: * faces from func_statics that are flush with a world_spawn or another func_static face. For instance, if you build a table out of brushes, they will split the floor into extra triangles. In this case, you don't need to caulk the leg's lower face, because D3 will optimize it away. But the floor splitting is bad, so you turn the table into a func_static. D3 knows the table can't move, but the faces from the legs flush against the floor are still there. They never cast a shadow, and they are never seen, but the graphics card wil always need to cull them (to cull means "remove from the render list because they face away from the player). Also, D3 will try to use them to cast a shadow, which will be inside of the shadow from the side-faces of the leg. So, caulk the bottom face to give a small performance boost. http://wiki.thedarkmod.com/index.php?title=Caulk (I guess the lower part of that article should be expanded with my explanation)