OrbWeaver Posted August 16, 2006 Report Posted August 16, 2006 Angua played around a bit with this option and found that the light_center values in DoomEdit are measured relatively to the center of the light volume. What we don't know is, if the values are being translated in the background by DoomEdit, where they could be saved as world coordinates. We can do some more fiddling with this to find out. Thanks though for adding the property! If you open up the .MAP file in Notepad you can see what coordinates are saved. I would suspect that the light_center is indeed in light space, it's just a bug in DarkRadiant that the point representing the centre is placed in world space. Quote DarkRadiant homepage ⋄ DarkRadiant user guide ⋄ OrbWeaver's Dark Ambients ⋄ Blender export scripts
greebo Posted August 17, 2006 Author Report Posted August 17, 2006 New screenies... we chose an octagonal room in the Bonehoard level, but this time we took ourselves a tad more "artistic freedom". All the models and textures are custom (except for the little low-poly skull on the floor, which is a bit rough). @OrbWeaver: yes, you're right, it seems to be a bug in DarkRadiant. The light_center value can be set in relative coordinates and the game is rendering it correctly, but the little green point is completely off track. Quote
Mr Mike Posted August 17, 2006 Report Posted August 17, 2006 To be honest it's so dark you can't really see what's going on. It's nice you're recreating TDP and all that but, I'd much prefer you worked on something new, just a personal opinion... Quote
Komag Posted August 18, 2006 Report Posted August 18, 2006 They're not too dark for me - I can see them just fine. This is intriguing, and I'd be very interested to try out a Dark Mod Bonehoard! Quote
Ombrenuit Posted August 18, 2006 Report Posted August 18, 2006 Wow. This looks very promising (and not too dark either). Quote
Dram Posted August 18, 2006 Report Posted August 18, 2006 I added the light_center as a recognised property, so it can be edited as a simple vector3 (not yet committed to SVN though). It appears though that dragging the centre like in D3Ed is not possible, and it also seems to be using world coordinates which is a bit strange (unless D3Ed does this as well and I never noticed). I would expect that a centre of <0, 0, 0> would be at the geometric centre of the light, not at the world origin.DarkRadiant uses the same child windows as D3Edit, which you position where you wish. I have mine set up exactly the same as D3Edit. Oh WTF? You serious? Gah I thought they would stay where they were. I guess I should give it another shot then Quote
SneaksieDave Posted August 18, 2006 Report Posted August 18, 2006 Although the team doesn't "Officially Support or Condone" them, I'm terribly excited by remakes. Quote
Arumakani Posted August 18, 2006 Report Posted August 18, 2006 What are the pics? The ones on the left are DromEd and the ones on the right are the equivalent Dark Radiant ones? Quote ZylonBane's confession about himself: "What can I say, I'm a jerk. A three times all American Jerk, from Jerksville, Kentucky. Yee Haw"
bob_arctor Posted August 18, 2006 Report Posted August 18, 2006 I must say I agree with Mr Mike. New stuff would show off the engine better, and I don't believe you can better Thief Gold anyway, it's so close to perfection. The only thing I think would be worth it would be to look at Songs of the Caverns, screenshot certain details, and make your own opera house, but with nods back to TG. Quote
OrbWeaver Posted August 18, 2006 Report Posted August 18, 2006 @OrbWeaver: yes, you're right, it seems to be a bug in DarkRadiant. The light_center value can be set in relative coordinates and the game is rendering it correctly, but the little green point is completely off track. It would probably affect the rendering in DarkRadiant preview mode as well. Oh WTF? You serious? Gah I thought they would stay where they were. I guess I should give it another shot then All windows can be dragged or resized, they are just normal windows. Are you sure you don't have DarkRadiant set up in split-pane (Q3Ed-style) mode? I thought I set the Doom 3 child-window mode as the default. Quote DarkRadiant homepage ⋄ DarkRadiant user guide ⋄ OrbWeaver's Dark Ambients ⋄ Blender export scripts
Crispy Posted August 18, 2006 Report Posted August 18, 2006 I thought I set the Doom 3 child-window mode as the default.It is, at least for me. Actually I found it a bit annoying so I changed it to the fixed style that T3Ed and 3ds max use. Thank goodness for preferences. Quote My games | Public Service Announcement: TDM is not set in the Thief universe. The city in which it takes place is not the City from Thief. The player character is not called Garrett. Any person who contradicts these facts will be subjected to disapproving stares.
OrbWeaver Posted August 18, 2006 Report Posted August 18, 2006 Actually I found it a bit annoying so I changed it to the fixed style that T3Ed and 3ds max use. Thank goodness for preferences. Bear in mind I am not actively maintaining the other view styles - although they will remain available, there is a chance that any new UI widgets won't look right in them. In particular, to add a Doom 3-style media browser requires the group dialog window to be available, which won't be the case in splitpane mode. Quote DarkRadiant homepage ⋄ DarkRadiant user guide ⋄ OrbWeaver's Dark Ambients ⋄ Blender export scripts
Crispy Posted August 20, 2006 Report Posted August 20, 2006 Can't you just have some windows floating? Just fix the viewport windows down and let everything else be detached, as per normal. I don't know how the code is organised but from a UI point of view that would seem to be the best compromise. Quote My games | Public Service Announcement: TDM is not set in the Thief universe. The city in which it takes place is not the City from Thief. The player character is not called Garrett. Any person who contradicts these facts will be subjected to disapproving stares.
OrbWeaver Posted August 20, 2006 Report Posted August 20, 2006 That's basically what splitpane view does, stuff like the Entity Inspector becomes a popup rather than a page in the group dialog. This of course requires an additional keybinding and/or menu item to display it. Quote DarkRadiant homepage ⋄ DarkRadiant user guide ⋄ OrbWeaver's Dark Ambients ⋄ Blender export scripts
Crispy Posted August 20, 2006 Report Posted August 20, 2006 ...so why does that mean that split-pane mode can't support a Doom 3 style media browser? Quote My games | Public Service Announcement: TDM is not set in the Thief universe. The city in which it takes place is not the City from Thief. The player character is not called Garrett. Any person who contradicts these facts will be subjected to disapproving stares.
OrbWeaver Posted August 20, 2006 Report Posted August 20, 2006 It doesn't, it just requires extra work to maintain two separate UI paths for the same component, particularly where sizing and packing is concerned. This is something I would prefer not to do, but if people like the splitpane view I guess it will be necessary to support it. Quote DarkRadiant homepage ⋄ DarkRadiant user guide ⋄ OrbWeaver's Dark Ambients ⋄ Blender export scripts
Crispy Posted August 20, 2006 Report Posted August 20, 2006 Ah, I see. Well, I definitely think that the alternate views should continue to be supported - can't be that much more work. Heck, I'd be happy to contribute patches for that myself. Quote My games | Public Service Announcement: TDM is not set in the Thief universe. The city in which it takes place is not the City from Thief. The player character is not called Garrett. Any person who contradicts these facts will be subjected to disapproving stares.
angua Posted August 21, 2006 Report Posted August 21, 2006 New screenies! We've expanded our little bonehoard with a corridor and a room with 2 graves, which is not in the classic map. Not much new, just a few textures have been added, the rest was tweaking and lighting. Any suggestions for improvement? We plan to make our own custom bonehoard starting from this room, still inspired by the classic level, but taking more and more "artistic freedom". Quote
Schatten Posted August 21, 2006 Report Posted August 21, 2006 Are you planning on finaly creating the Alarus Extention, complete with bow-upgrade? Quote
greebo Posted August 21, 2006 Author Report Posted August 21, 2006 Are you planning on finaly creating the Alarus Extention, complete with bow-upgrade? rofl, yeah, I already thought about it... imagine, all the hopes and dreams finally become reality! Oh dear, I've got it all on my hands, should I spoil it completely...? Quote
Ishtvan Posted August 21, 2006 Report Posted August 21, 2006 Oh goodness... I hope... we never have to... experience that... here. Quote
Komag Posted August 22, 2006 Report Posted August 22, 2006 Looking great, it already has a good dank atmosphere Quote
OrbWeaver Posted August 22, 2006 Report Posted August 22, 2006 The Bonehoard was by far my favourite Thief level, I hope this project goes a long way. Quote DarkRadiant homepage ⋄ DarkRadiant user guide ⋄ OrbWeaver's Dark Ambients ⋄ Blender export scripts
bob_arctor Posted August 22, 2006 Report Posted August 22, 2006 I've changed my mind. I think it's really good. They seem to be getting better the more you do. Probably better textures or something. Quote
Hewer Posted August 23, 2006 Report Posted August 23, 2006 Oh, man- a bonehoard-ish level like that.... wow. Good for the soul. Quote
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