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Which events change or empty the shader clipboard? I'm finding that when doing extensive decal griming that I suddenly find its pasting shader not found for no reason. I'd prefer to lock the shader clipboard. I can't be accidentally filling it because I'd have to select a shader not found surface first.

Undo clears the clipboard right now. This has been on the tracker for a while, but in the meantime I can think of a way to fix this.

 

Also, is there any way to add a decal shader to the shader clipboard apart from creating a special brush and giving it a decal surface? I don't think it works from a patch. eg, right click shader in texture browser and select 'add to shader clipboard'

Sounds reasonable too. You can also go to the Texture Browser and left-click the shader, this should add it to the ShaderClipboard.

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But left click applies it to the selected surfaces. I've done lots of decals that way but it never added it to the clipboard.

 

Personally I'd prefer a locked shader clipboard. The mapper puts a texture in and it stays in until he puts another in. I never feel I can rely on it being the texture I want. Dunno what the downside might be though.

 

So, the things that change the shader clipboard are:

  • Hotkey to put shader into shaderclipboard; in my case that's Shift+C
  • There's a mouse I always forget, think its mousewheel something. I don't think this can be disabled.
  • Edit menu option to do above
  • Undo

Nothing else?

 

Maybe I'm accidentally changing the contents by pressing the mousewheel wrongly such as when moving the camera view.

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The ShaderClipboard not only keeps track of the shadername, but also the actual source object of that shader (brush face or patch) - this is necessary to project textures or to make them seamless.

 

Anyway, I have a possible fix in mind, which can help you getting a more stable clipboard. Don't hold your breath though.

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  • 2 weeks later...
  • 5 weeks later...
  • 2 weeks later...

I hope this is the right place to post this... A couple of problems:

#1

My .lin files fail to generate. Dmap says it produces a .lin fil (no its not from an entity in the void), but DR says "Could not open lin file", and browsing the directory I can't find any file. Tried reinstalling DR, no luck.

#2

nodraw texture makes my brush disappear into nothing in DR.

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#1

My .lin files fail to generate. Dmap says it produces a .lin fil (no its not from an entity in the void), but DR says "Could not open lin file", and browsing the directory I can't find any file. Tried reinstalling DR, no luck.

It should be created somewhere else then, maybe you're using tdmlauncher with an active FM? Have you tried searching your entire Doom3 folder tree for the .lin file?

 

#2 nodraw texture makes my brush disappear into nothing in DR.

You probably have your Visportal filter switched on.

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It should be created somewhere else then, maybe you're using tdmlauncher with an active FM? Have you tried searching your entire Doom3 folder tree for the .lin file?

I have searched the entire doom3, no .lin files to be found... this has happened before, months ago, but a random update somehow fixed it.

You probably have your Visportal filter switched on.

Agh! I did! Thanks :D

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GC: What is the full path to your map? Is it doom3\darkmod\maps ? That is, the common maps folder? If not, what is it?

 

What are you using to run doom3. Is it tdmlauncher? If so, which mission is installed? If not tdmlauncher then what are the command line arguments of the property of the shortcut you are using?

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  • 1 month later...

V.1 (pre) I think I'm seeing Alt + Arrow key stops moving entity about if it has been created with Clone. So, clone a hat and press Alt + Left arrow and it won't move. Deselect and select again (usually get original not clone) and now Alt + Left arrow works as normal.

 

Anyone else seeing this?

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I'm getting something similar. But I'll delete all my xml files and everything and see if it still happens.

 

EDIT: Nope no change.

 

Step 1) Right click viewport

Step 2) Select "Create Model"

Step 3) Choose: Graveyard\grave_bid_1.lwo

Step 4) With the model selected, press clone button "spacebar"

Step 5) Now use the Alt+Arrow Keys to try and move the model.

 

The models origin moves only and not the model. Deselecting the model and re-selecting does not fix this error for me, as the I still can't move the cloned model around at all. As you can see in the image I tried moving the model, but I can only move it's origin.

 

1zbrjt3.png

I always assumed I'd taste like boot leather.

 

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Ah! Just found this bug myself. Sounds like its fixed but I'll post anyway...

 

V1. Import prefab. Drag and model origin separates. Unselect and select one entity, a chain. Try to drag, it's origin only moves. Try vertex mode off and on but doesn't help. Create a new model chain at the side and this works normally. Back to the import and its origin is still 'detached'.

 

Save map and reload it. 'Bad' chain has gone. Search and find it at 0,0,0. It's OK now and I can move it normally.

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