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Weird missing texture issue


Bikerdude

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I think you will find examples in the Materials sub-folder in the base01.pk4. You would need to create a materials sub-folder for your FMS and put your new material there. (All sloppy speculation, my apologies... :( )

Please visit TDM's IndieDB site and help promote the mod:

 

http://www.indiedb.com/mods/the-dark-mod

 

(Yeah, shameless promotion... but traffic is traffic folks...)

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And after looking at the illustration in this article - http://www.modwiki.net/wiki/Brush I know for sure of atleast 2 patch/brush prefabs I designed that possible have this problem - so will need redesigning.

 

There is nothing wrong with making a shape that's concave. The only reason it's captioned "bad" is because BSP needs convex shapes. You can simply place two brushes to make that shape.

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For those interested and/or confused:

Here's an example of an existing dirt texture material definition, with the noFragment parm superimposed in at the beginning with the global surface parameters.

 

textures/darkmod/nature/dirt/dry_earth_muddy
{
surftype15
description "mud"
noFragment

qer_editorimage 	textures/darkmod/nature/dirt/dry_earth_muddy_ed
diffusemap 	textures/darkmod/nature/dirt/dry_earth_muddy
bumpmap 	textures/darkmod/nature/dirt/dry_earth_muddy_local

{
	if ( parm11 > 0 )
	blend 	gl_dst_color, gl_one
	map 	_white
	rgb 	0.40 * parm11
}
{
	if ( parm11 > 0 )
	blend 	add
	map 	textures/darkmod/nature/dirt/dry_earth_muddy
	rgb 	0.15 * parm11
}

// TDM Ambient Method Related

{							
	if (global5 == 1)		
	blend add				
	map				textures/darkmod/nature/dirt/dry_earth_muddy		
	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,	Z: ambient reflection scale	
	vertexParm		2		global2, global3, global4, 1	
	vertexParm		3		0								
	fragmentMap		0		cubeMap env/gen1				
	fragmentMap		1		textures/darkmod/nature/dirt/dry_earth_muddy_local			// Bump				
	fragmentMap		2		textures/darkmod/nature/dirt/dry_earth_muddy			// Diffuse			
	fragmentMap		3		_black			// Specular			
}
}


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From TDM Wiki:

 

 

Create a new Texture Definition

Provided you already saved your texture source file (the .tga or .dds) in the appropriate folder, you can go on and create your texture definition. You cannot use your textures without this step.

 

Open up or create your personal material file with a text editor. There are existing guidelines for where texture definitions should go, for the sake of organization, but the engine doesn't care what the filename is as long as it's in the materials folder and has a .mtr extension.

 

First, specify the name of your new material. If it is not a model texture, then the name should include the path to the texture files used. Example:

 

textures/darkmod/stone/brick/redbrick_with_mortar

Note: Do not use special characters for your shader name or the Doom 3 parser might complain (e.g. no & characters)

 

Then, open up a squiggly bracket ({), and start to fill in the texture paths as below, changing the paths and names for your texture.

 

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

}

Close the definition with a close squiggly bracket (}).

 

Save the file. Now you can load your new texture in DoomEdit or DarkRadiant provided you did it all correctly.

 

Alternatively you can also have a look a the existing material files and learn from them.

 

 

 

So you would follow those steps then add the "noFragement" parm to the file you created. :)

 

Example:

 

textures/darkmod/stone/brick/redbrick_with_mortar

{

 

noFragment

 

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

}

Edited by nbohr1more

Please visit TDM's IndieDB site and help promote the mod:

 

http://www.indiedb.com/mods/the-dark-mod

 

(Yeah, shameless promotion... but traffic is traffic folks...)

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This thread has a lot of assumed practices which are bad, if someone reads it in the future :

Please don't consider noFragment as a viable fix for this issue, you are putting a bandage on a festering sore.

Concave shapes are not possible to be built with any standard brush manipulation in DarkRadiant, ignore those comments too. Using a few brushes to make a concave shape is not a problem in most cases - if you do it at a very small scale you may come up with unexpected results from dmapping.

 

Follow good practices and hopefully you wont need any quick fixes.

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Biker, I believe Serps is simply saying to "rebuild rebuild rebuild, until you get it right" rather than use the "noFragment hack" (...unless you are cross-posting from a PM???) :)

Please visit TDM's IndieDB site and help promote the mod:

 

http://www.indiedb.com/mods/the-dark-mod

 

(Yeah, shameless promotion... but traffic is traffic folks...)

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Biker, I believe Serps is simply saying to "rebuild rebuild rebuild, until you get it right" rather than use the "noFragment hack" (...unless you are cross-posting from a PM???) :)

 

well then tdm's ONLY saving grace in this matter is the snapshot function in DR, otherwise this would be a showstopper for me.

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With "snapshots" you mean going back to an older version? Maybe I don't know what snapshots are.

 

But rebuilding a problem area doesn't have to involve going back to an older version at all. You can just divide up the brushes in some different pattern, such as using one brush to extend into the corner instead of the other brush, or vice versa, or even just splitting brushes a bit more. Rearranging a few things can do the trick sometimes, even just extremely minor tweaks too such as a tiny resize of a certain brush.

shadowdark50.gif keep50.gif
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I still sincerely doubt that this is a texture issue or a "concave ONOEZ" issue.

 

This is likely a problem due to some unidentifiable bad mapping practice (e.g. making angular brushes using rotation instead of clipper)

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or too many triangles than the game engine can handle, causing a rendering hole, or 'hall of mirrors' effect. The actual triangles are still there, the game engine wont render them because the scene's too complex for the engine. (nothing to do with the video card, the engine just hasn't passed those triangles to it)

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or too many triangles than the game engine can handle

Doom 3 engine? Pardon me while I giggle. :laugh: Even the doom 3 dmapper is alright with large garglemeshes of tris (see also NHAT 3/3)

 

Edit: In all seriousness, I have yet to create any scene with so many polys that the engine itself chokes. Bikerdude's WIP cathedral may have surpassed my last attempts.

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This is likely a problem due to some unidentifiable bad mapping practice (e.g. making angular brushes using rotation instead of clipper)

in my case I am making towers out of hexagonal shapes and then using clipper to clean the joints and always aligning the outside/inside points to never less than grid 1. But i think its the shapes that are leading to the problem, I did a very small test map where I built a blacksmiths forge and eve there i got the issue, so all I did was move the vert points of the joins of the brick's around the edge outward by two grids at grid 1. See the attached -

 

The added side effect of this which i didn't realize till Id done it was the bricks looked more organic, yah! It seems my annal habit of trying to be neat and symmetrical is whats causing my weird texture issue.

blacksmith.txt

post-496-12778158181_thumb.jpg

Edited by Bikerdude
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In the case where I encountered the problem, it was most likely something to do with the clipper and gridsnapping, and trying to align two brushes to build a roof. (It was ultimately solved by covering over the hole with some scaffolding.)

Edited by Melan

Come the time of peril, did the ground gape, and did the dead rest unquiet 'gainst us. Our bands of iron and hammers of stone prevailed not, and some did doubt the Builder's plan. But the seals held strong, and the few did triumph, and the doubters were lain into the foundations of the new sanctum. -- Collected letters of the Smith-in-Exile, Civitas Approved

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I don't quite understand. Is that testmap supposed to be a demonstration of the black hole? It dmaps and looks fine to me.

 

The forge looks very nice built with patches, but you could get the same look and same polycount using brush brickwork. Or was that the point, and I yet need a testmap with this black hole in it?

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Hi MD, it 'had' holes in it, untill I moved the vert points as shown in the map. I can set them back to where they were so that you see what I mean. It was built out of brushes tyo begine with, but the stone texture I am using on the hearth stone wouldn't line up in the angles corners, so thats why I reverted to patches.

 

Md, as you may have spotted I used the texture of the in side of the furnace model, but said texture has no light reactive qaulities, as in when i put a spotlight over the top its inert to the light, is there a way to fix that or can you recommend any other 'hot coals' textuters that will to the job.

 

Lastly this is gonna be in my contest map so I would appreciate no one releasing it in a map untill afterward, thanks.

Edited by Bikerdude
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Lastly this is gonna be in my contest map so I would appreciate no one releasing it in a map untill afterward, thanks.

 

:ph34r: ¿Ah, but will there be any new maps released betwixt the now and the then in all of TDMdom? :ph34r:

"A Rhapsody Of Feigned And Ill-Invented Nonsense" - Thomas Aikenhead, On Theology, ca. 1696

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In lieu of that [self-lit only] texture, I've also used "darkmod/stone/natural/coal_heap". To give it a tinge of color, I use a very red, small-radius light_fireflames_smouldering ("lights/ambient_roundedsquare" light map works pretty well with it) .

 

(plus, as a neat effect, anything that gets near that coal light glows hot-red. :))

 

 

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¿Ah, but will there be any new maps released betwixt the now and the then in all of TDMdom?

Eh? Im not with you. My contest map will be out before my other map. But what I'm saying as Ive always said, once I release a map people are then free to copy and mod anything from my mission while giving a nod in my direction in the readme.

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