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Showing results for tags 'lights textures materials'.
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Hello all. Since I'm new to these forums, first a little intro. I've been engrossed in DM editing for about a month now and thanks to the excellent tutorials find it fairly smooth sailing, tho' at times mindbendingly complicated. I've done Doom and Q2 editing in the past so have a bit of related experience and the The A-Z beginners guide was perfect for the job. I've never done Thief editing but have always loved the game - in fact I was replaying the original T2 for the nth time when I came across the Dark Mod. Now my little problem. I've been copy/pasting scrips found in tutorials and fms to create new materials, learning higgledy piggledy about the effects of changing some variables. I've now gotten some projected lights shaders to work so can start experimenting with that, too. However, tho' my shaders show up in Dark Radiant under my_fm folder and I can apply them, after dmapping Dark Mod will then hang when I press 'attack' to start the mission. After I rename lights.mtr to e.g. lights.bak so Dark Mod can't find it the problem vanishes, Dark Mod starts up and my projected shader is working just fine. Danged if I can figure out what I'm doing wrong! Here's my setup. I have everything in my_fm folder immediately under Doom3, set up as A-Z directs me. I have lights.mtr in the materials subfolder. An example definition is: lights/my_fm/textures/lights/win31_l { qer_editorimage textures/my_fm/lights/win31_l_ed lightFalloffImage makeintensity( lights/spot01) { forcehighquality map textures/my_fm/lights/win31_l colored zeroClamp } } "win31_l" isn't defined elsewhere, in some other materials.mtr Thanks for any help canopus