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Angua's Textures


angua

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I've uploaded a collection of our textures used in the Bonehoard to ftp:

 

ftp://208.49.149.126/TheDarkMod/Textures/...tures_angua.pk4 (~ 45 MB)

 

Gildoran, would you like to look through them? I've already renamed them and put them in more or less appropriate folders. I've made a small map too, where you can have a look at them (angua_test.map, just run it with the "map" command).

 

All the diffusemaps and specularmaps are dds, so you have to have

 

seta image_usePrecompressedTextures "1"

 

in your DoomConfig.cfg file.

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Ok, I'm downloading the file, but I probably won't be able to look at it until tomorrow, and I may not be able to comment much until Tuesday. (due to homework)

 

What we're planning on doing with regards to DDS, is have DDS usage turned on by default. (however, TGA versions of normalmaps are also included, because some hardware has problems with DDS normalmaps) However, it'd be nice to also have the TGA versions for all images for the hires repository, so please don't throw away your original images.

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Ok, I'm downloading the file, but I probably won't be able to look at it until tomorrow, and I may not be able to comment much until Tuesday. (due to homework)
Thanks! :)

 

What we're planning on doing with regards to DDS, is have DDS usage turned on by default. (however, TGA versions of normalmaps are also included, because some hardware has problems with DDS normalmaps) However, it'd be nice to also have the TGA versions for all images for the hires repository, so please don't throw away your original images.
Don't worry, I never throw away anything... :blush:
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What we're planning on doing with regards to DDS, is have DDS usage turned on by default. (however, TGA versions of normalmaps are also included, because some hardware has problems with DDS normalmaps) However, it'd be nice to also have the TGA versions for all images for the hires repository, so please don't throw away your original images.

 

First we should resolve this problem why anguas textures don't work on some machines. If it is indeed related to the DDS format, then doing it as default is not an option. At minimum we have to provide the TGA versions as a seperate download.

 

In fact we might try this. We can convert these textures to TGA, and then see wether the map now works on my and Ishtvans system. If this is the only change, then we know what's wrong.

Gerhard

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First we should resolve this problem why anguas textures don't work on some machines. If it is indeed related to the DDS format, then doing it as default is not an option. At minimum we have to provide the TGA versions as a seperate download.

 

In fact we might try this. We can convert these textures to TGA, and then see wether the map now works on my and Ishtvans system. If this is the only change, then we know what's wrong.

 

It has to be a doomconfig setting, there's no reason why they shouldn't work.

 

What process do you go through in creating your textures angua? We should really start there. I've had no issues with them on either my old FX 5200 or new 6800. I only run the mod on the "high" setting. Do we have those options in our custom menu? I seem to think we don't. There should definitely be low, medium and high...just using the basic doom 3 settings. I have a feeling things are screwed up somewhere.

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Those are looking great!

 

There was just one thing that I didn't feel looked right... For stone/wall/rough_ornament_001, the cracks don't look natural. They appear to be made up of straight segments that have a bevel, which makes it look like somebody chiseled some cracks into the wall for decoration.

 

If the cracks branch and waver the way they do, I think they shouldn't be made of perfectly smooth straight segments. With this kind of cracking, there are no straight segments.

 

Or if the cracks are made up of smooth straight segments with even beveling, it looks like the rock has fragmented rather than cracked, so it would look better if the cracks were completely straight and didn't have endpoints, like this photo.

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It has to be a doomconfig setting, there's no reason why they shouldn't work.

 

We can easily test this. I can batch convert these textures and run the mod. If it works, this is the issue. If it has the same behaviour there must be something else. This would be a pretty simple test imo, to exclude or confirm this scenario. I'm going to test this right now.

Gerhard

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It has to be a doomconfig setting, there's no reason why they shouldn't work.

 

What process do you go through in creating your textures angua?

I convert the TGAs to DDS using TheCompressionator 1.21.1044

Outfut Format: DirectX Texture Compression

Texture Format: DXT1, no alpha

Color Weighting: R: 0.3086, G: 0.6094, B: 0.082

Mip-maps: Box Filter

Lowest mip-level: 1x1

 

We should really start there. I've had no issues with them on either my old FX 5200 or new 6800. I only run the mod on the "high" setting. Do we have those options in our custom menu? I seem to think we don't. There should definitely be low, medium and high...just using the basic doom 3 settings. I have a feeling things are screwed up somewhere.

We don't have the medium/high/ultra quality settings yet in the mod, but all they do is set some values (like image_usePrecompressedTexture) in the DoomConfig.cfg I think, so I always change the value itself them when I want to have tga or dds displayed ingame.

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I convert the TGAs to DDS using TheCompressionator 1.21.1044

Outfut Format: DirectX Texture Compression

Texture Format: DXT1, no alpha

Color Weighting: R: 0.3086, G: 0.6094, B: 0.082

Mip-maps: Box Filter

Lowest mip-level: 1x1

 

 

Yup, that's exactly the way iD created them...so they should be working. Must just be an odd setting somewhere on some systems.

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Where can one get that TheCompressionator? Can it covert from DDS to TGA and also do batch conversions?

 

The compressonator is only for converting TGA to DDS, iD used it to create their DDS textures.

 

I've run tests with angua's DDS textures and here is what I've found.

 

1. I can replicate the issues being report by some folks... but only when I set seta image_usePrecompressedTextures to "0".

 

2. When set to "1", everything works as it should.

 

I'm absolutely positive this is a setting in doomconfig. There is no reason for the dds files not to work, they are created by the book. The textures are compressed according to iD specs, so if they're not showing on only a few systems, then it has to be a setting...otherwise, they just plain wouldn't work for anyone.

 

Try this.

 

Here is my doomconfig.cfg file from my darkmod folder.

For anyone having trouble, make a copy of your doomconfig.cfg file, this is not the file in the doom3/base folder, this is in our own darkmod folder. Replace the contents of that doomconfig.cfg file with my settings.

 

This should really work...if it doesn't. I throw my hands up in resignation. :)

 

unbindall

bind "TAB" "_impulse19"

bind "ENTER" "_button2"

bind "ESCAPE" "togglemenu"

bind "SPACE" "_moveUp"

bind "/" "_impulse14"

bind "0" "_impulse10"

bind "1" "_impulse0"

bind "2" "_impulse1"

bind "3" "_impulse2"

bind "4" "_impulse3"

bind "5" "_impulse4"

bind "6" "_impulse5"

bind "7" "_impulse6"

bind "8" "_impulse7"

bind "9" "_impulse8"

bind "[" "_impulse47"

bind "\" "_mlook"

bind "]" "_impulse48"

bind "a" "_moveleft"

bind "c" "_moveDown"

bind "d" "_moveright"

bind "e" "_impulse46"

bind "f" "inventory_use lantern"

bind "k" "g"

bind "l" "pm_showthirdperson"

bind "q" "_impulse45"

bind "r" "_impulse13"

bind "s" "_back"

bind "t" "clientMessageMode"

bind "w" "_forward"

bind "y" "clientMessageMode 1"

bind "z" "_zoom"

bind "BACKSPACE" "clientDropWeapon"

bind "PAUSE" "pause"

bind "UPARROW" "_forward"

bind "DOWNARROW" "_back"

bind "LEFTARROW" "_left"

bind "RIGHTARROW" "_right"

bind "ALT" "_impulse44"

bind "CTRL" "_button5"

bind "SHIFT" "_speed"

bind "DEL" "_lookdown"

bind "PGDN" "_lookup"

bind "END" "_impulse18"

bind "F1" "_impulse28"

bind "F2" "_impulse29"

bind "F3" "_impulse17"

bind "F5" "savegame quick"

bind "F6" "_impulse20"

bind "F7" "_impulse22"

bind "F9" "loadgame quick"

bind "F12" "screenshot"

bind "MOUSE1" "_attack"

bind "MOUSE2" "_impulse41"

bind "MOUSE3" "_zoom"

bind "MWHEELDOWN" "_impulse14"

bind "MWHEELUP" "_impulse15"

seta radiant_entityMode "0"

seta gui_mediumFontLimit "0.60"

seta gui_smallFontLimit "0.30"

seta net_socksPassword ""

seta net_socksUsername ""

seta net_socksPort "1080"

seta net_socksServer ""

seta net_socksEnabled "0"

seta win_ypos "0"

seta win_xpos "0"

seta sys_lang "english"

seta s_decompressionLimit "6"

seta s_useEAXReverb "1"

seta s_useOpenAL "1"

seta s_libOpenAL "openal32.dll"

seta s_numberOfSpeakers "6"

seta s_doorDistanceAdd "150"

seta s_globalFraction "0.8"

seta s_subFraction "0.75"

seta s_playDefaultSound "1"

seta s_volume_dB "-10.158731"

seta s_meterTopTime "2000"

seta s_reverse "0"

seta s_spatializationDecay "2"

seta s_maxSoundsPerShader "0"

seta r_debugArrowStep "120"

seta r_debugLineWidth "1"

seta r_debugLineDepthTest "0"

seta r_cgFragmentProfile "best"

seta r_cgVertexProfile "best"

seta r_forceLoadImages "0"

seta r_shadows "1"

seta r_skipBump "0"

seta r_skipSpecular "0"

seta r_skipNewAmbient "0"

seta r_renderer "best"

seta r_brightness "1"

seta r_gamma "1"

seta r_swapInterval "1"

seta r_useIndexBuffers "0"

seta r_customHeight "486"

seta r_customWidth "720"

seta r_fullscreen "1"

seta r_mode "5"

seta r_multiSamples "0"

seta image_downSizeLimit "256"

seta image_ignoreHighQuality "0"

seta image_downSizeBumpLimit "256"

seta image_downSizeSpecularLimit "64"

seta image_downSizeBump "0"

seta image_downSizeSpecular "0"

seta image_useCache "0"

seta image_cacheMegs "20"

seta image_cacheMinK "200"

seta image_usePrecompressedTextures "1"

seta image_useNormalCompression "2"

seta image_useAllFormats "1"

seta image_useCompression "1"

seta image_preload "1"

seta image_roundDown "1"

seta image_forceDownSize "0"

seta image_downSize "0"

seta image_lodbias "0"

seta image_anisotropy "1"

seta image_filter "GL_LINEAR_MIPMAP_LINEAR"

seta gui_filter_game "0"

seta gui_filter_idle "0"

seta gui_filter_gameType "0"

seta gui_filter_players "0"

seta gui_filter_password "0"

seta net_clientDownload "1"

seta net_master4 ""

seta net_master3 ""

seta net_master2 ""

seta net_master1 ""

seta net_clientMaxRate "16000"

seta net_serverMaxClientRate "16000"

seta m_strafeSmooth "4"

seta m_smooth "3"

seta m_strafeScale "6.25"

seta m_yaw "0.022"

seta m_pitch "0.022"

seta sensitivity "30"

seta in_toggleZoom "0"

seta in_toggleCrouch "0"

seta in_toggleRun "0"

seta in_alwaysRun "0"

seta in_freeLook "1"

seta in_anglespeedkey "1.5"

seta in_pitchspeed "140"

seta in_yawspeed "140"

seta gui_configServerRate "0"

seta com_guid "Q6PE53A3gQQ"

seta com_preloadDemos "0"

seta com_compressDemos "1"

seta com_product_lang_ext "1"

seta sv_punkbuster "0"

seta cl_punkbuster "0"

seta com_videoRam "128"

seta com_showFPS "0"

seta com_purgeAll "0"

seta com_machineSpec "1"

seta g_decals "1"

seta g_projectileLights "1"

seta g_doubleVision "1"

seta g_muzzleFlash "1"

seta net_serverDlTable ""

seta net_serverDlBaseURL ""

seta net_serverDownload "0"

seta mod_validSkins "skins/characters/player/marine_mp;skins/characters/player/marine_mp_green;skins/characters/player/marine_mp_blue;skins/characters/player/marine_mp_red;skins/characters/player/marine_mp_yellow"

seta g_mapCycle "mapcycle"

seta g_voteFlags "0"

seta g_gameReviewPause "10"

seta g_countDown "10"

seta g_password ""

seta g_showBrass "1"

seta g_showProjectilePct "0"

seta g_showHud "1"

seta g_showPlayerShadow "0"

seta g_showcamerainfo "0"

seta g_healthTakeLimit "25"

seta g_healthTakeAmt "5"

seta g_healthTakeTime "5"

seta g_useDynamicProtection "1"

seta g_armorProtectionMP "0.6"

seta g_armorProtection "0.3"

seta g_damageScale "1"

seta g_nightmare "0"

seta g_bloodEffects "1"

seta r_aspectRatio "0"

seta ui_showGun "1"

seta ui_autoReload "1"

seta ui_autoSwitch "1"

seta ui_team "Red"

seta ui_skin "skins/characters/player/marine_mp"

seta ui_name "Garrett"

seta si_serverURL ""

seta si_spectators "1"

seta si_usePass "0"

seta si_warmup "0"

seta si_teamDamage "0"

seta si_timeLimit "10"

seta si_fragLimit "10"

seta si_maxPlayers "4"

seta si_map "game/mp/d3dm1"

seta si_gameType "singleplayer"

seta si_name "DOOM Server"

seta g_spectatorChat "0"

seta net_clientLagOMeter "1"

seta pm_walkspeed "80"

seta tdm_lg_model "models/props/misc/lightgem.lwo"

seta tdm_lg_weak "0"

seta tdm_lg_interleave "1"

seta pm_stepvol_crouch_creep "-7"

seta pm_stepvol_crouch_run "4"

seta pm_stepvol_crouch_walk "-2"

seta pm_stepvol_creep "-5"

seta pm_stepvol_run "8"

seta tdm_throw_time "1700"

seta tdm_throw_max "40000.0"

seta tdm_throw_min "20000.0"

seta tdm_frob_fadetime "100"

seta tdm_frob_width "10.0"

seta pm_crouchmod "0.54"

seta pm_creepmod "0.44"

seta pm_runmod "2.12"

seta tdm_showko "0"

seta tdm_showsprop "0"

seta tdm_spr_debug "0"

seta tdm_ai_showko "0"

seta tdm_ai_showfov "0"

seta tdm_ai_debug "0"

seta tdm_ai_tact "20.0"

seta tdm_ai_sightmin "11.0"

seta tdm_ai_sightmax "60.0"

seta tdm_ai_sndvol "0.0"

seta tdm_lg_split "0"

seta tdm_inv_opacity "1"

seta tdm_inv_grouping "1"

seta tdm_inv_groupVis "1"

seta tdm_lp_base_count "5"

seta pm_lean_stretch "2"

seta pm_lean_height "0.4"

seta pm_lean_time "400"

seta pm_lean_angle "15"

seta tdm_ai_showalert "0"

seta tdm_ai_showstate "0"

seta tdm_ai_sight_mag "1.0"

seta tdm_ai_sight_prob "0.7"

seta pm_pushmod "1.0"

seta tdm_ai_bumpobject_impulse "1500"

seta pm_stepvol_walk "0"

seta pm_lean_forward_stretch "15"

seta pm_lean_forward_height "0.4"

seta pm_lean_forward_time "400"

seta pm_lean_forward_angle "2"

seta pm_lean_door_bounds_exp "8.0"

seta pm_lean_door_max "40"

seta pm_lean_door_increments "10"

seta pm_lean_to_valid_increments "25"

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We can easily test this. I can batch convert these textures and run the mod. If it works, this is the issue. If it has the same behaviour there must be something else. This would be a pretty simple test imo, to exclude or confirm this scenario. I'm going to test this right now.

 

It would be easier to use either my working copy of doomconfig, or go into doom 3, and scale your settings down to 'low, medium, or high' quality. Exit the game and then copy the doomconfig file from the doom3/base folder, into the darkmod folder to see if they work. If they do, we know the issue is a setting.

 

Edit:

 

Okay, I did one final test. I think this pretty much proves what is happening here.

 

1. I start up vanilla doom 3 and change my settings to ultra quality.

2. I close the game, make a copy of my vanilla doom 3 doomconfig and name it doomconfig_ultra.

 

3. I start up vanilla doom 3 and change my settings to high quality.

4. I close the game, make a copy of my vanilla doom 3 doomconfig and name it doomconfig_high.

 

5. Next, I copy both of those files into my darkmod folder. I rename the darkmod doomconfig to doomconfig_current.

 

6. Rename doomconfig_ultra to doomconfig. Start the game. Textures show as black. Quit game.

7. Rename doomconfig_high to doomconfig. Start the game. Textures are displayed correctly. Quit game.

 

It's a pretty simple issue. We really need to have the Vanilla Doom 3 quality settings carried over into our DarkMod menu. That way we can more easily change the settings to High and automatically clear any Ultra settings that my be carried over.

 

If anyone is playing at a resolution above 1024 X 768, I've noticed that this will sometimes bump the quality settings up to Ultra automatically. Perhaps this is happening for some as well.

 

Would it be hard to get those quality settings in the menu?

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N.H -- you get the crash when you DON'T use the precompressed DDS textures? That sounds like Doom 3 doesn't like not having TGAs available.

 

Hmmm, am I missing something? I thought this was just about textures showing up as black, not the crash issue.

 

When I have precompressed textures set to 0, most of the map shows up as black...no crashes involved. Precompressed to 1 and everything works.

 

I would still suggest trying out the tests I outlined with the doomconfig.

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Hmmm, am I missing something? I thought this was just about textures showing up as black, not the crash issue.

 

When I have precompressed textures set to 0, most of the map shows up as black...no crashes involved. Precompressed to 1 and everything works.

 

I would still suggest trying out the tests I outlined with the doomconfig.

If usePrecompressedTextures is set to 1, doom will use the dds. If it is set to 0 (ultra quality), it will always use the tga, and if there is no tga available, the texture will be pitch black. I've never had crashes, only black textures with this.

I think there is also another problem, because some of the textures which only have a dds were showing up fine for sparhawk, whereas others didn't, and the ones that didn't were not all black but had blue stripes. :huh:

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Pleas read this posting: http://forums.thedarkmod.com/index.php?showtopic=609

 

As you can see there is a section that explains the ftp and download urls. When you upload to FTP, it is prefereable to post a downloadable URL, instead the FTP URL.

 

I updated your link.

Gerhard

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1. I can replicate the issues being report by some folks... but only when I set seta image_usePrecompressedTextures to "0".

 

2. When set to "1", everything works as it should.

 

I'm absolutely positive this is a setting in doomconfig. There is no reason for the dds files not to work, they are created by the book. The textures are compressed according to iD specs, so if they're not showing on only a few systems, then it has to be a setting...otherwise, they just plain wouldn't work for anyone.

 

I'm sure you are wrong. :) I just checked my config and, surprise! surprise! it was already set to 1. I didn't change that setting, so it must have been set by default probably. But be that as it may, it means that this is NOT a setting problem. At least not this one.

Gerhard

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It would be easier to use either my working copy of doomconfig, or go into doom 3, and scale your settings down to 'low, medium, or high' quality. Exit the game and then copy the doomconfig file from the doom3/base folder, into the darkmod folder to see if they work. If they do, we know the issue is a setting.

 

You are jumping to conclusions. :) I never did have set it to ULTRA, unless somebody did this in the mod without me knowing it, so that it sneaked in. I compare some other values with your config though, and give it a try. Maybe it is in the config, but we can not know this just because it happens to work on your system.

Gerhard

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Pleas read this posting: http://forums.thedarkmod.com/index.php?showtopic=609

 

As you can see there is a section that explains the ftp and download urls.

When you upload to FTP, it is prefereable to post a downloadable URL, instead the FTP URL.

 

I updated your link.

Thanks, that's better :)
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