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Dziarsky's Textures


greebo

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  • 1 month later...
Take this as your startup guide: http://forums.thedarkmod.com/index.php?showtopic=6694

 

You'll need TortoiseSVN and checkout the Mod using that software.

 

Make sure you have at least 6 GByte space available, tho.

"The reasonable man adapts himself to the world; the unreasonable one persists in trying to adapt the world to himself. Therefore, all progress depends on the unreasonable man." -- George Bernard Shaw (1856 - 1950)

 

"Remember: If the game lets you do it, it's not cheating." -- Xarax

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Ah, I've updated the links in that post so that it links to the new wiki site now:

 

http://forums.thedarkmod.com/index.php?s=&am...st&p=128770

 

For your convenience: http://wiki.thedarkmod.com/index.php?...ng_The_Dark_Mod

 

The SVN URL is: https://darkmod.homelinux.com/svn/darkmod/trunk/

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Is the darkmod folder locked? I can't seem to update. It's been idle at 0kb/s in the /textures/stone/brick/ and when I try 'clean up' it says that a certain .tga file is "not under version control." :huh:

Is there any way I can unlock it?

 

~Daniel

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Try removing the folder in question and hit SVN Update again in the root darkmod/ folder. SVN should pick up where it left off and redownload the deleted files.

 

SVN gets stuck pretty often when checking out the Mod, this is something many people have been experiencing. No workaround, so far, unfortunately, but Ishtvan suggested that in case it gets stuck, you can try to pull the plug of your network so that SVN bails out without screwing up your working copy.

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FINALLY!!

 

It completed at revision: 4423

 

BTW, how would I go about trying out some of the maps and features?

 

I tried the dmlauncher.exe but it claimed that it couldn't load the default.cfg file.

 

--------------------------------------<BR>Unknown command 'vid_restart'<BR>idRenderSystem::Shutdown()<BR>Shutting down OpenGL subsystem<BR>...shutting down QGL<BR>Couldn't load default.cfg<BR><BR>

 

Any ideas?

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  • 1 month later...
I am made the snow texture http://thief.ovh.org/darkmod/shot00009.jpg

Ready to add to SVN ?

 

ps. This smal shiny dots on snow texture its a something like light reflections when you looking on the snow. I try to make that effect using specularmap.

 

Wow nice!

 

@Astralninja: Did you figure it out in the meantime? dmlauncher.exe is now called TDMlauncher, but I am not sure it works (yet). You can open the console and use:

 

testmap snow.map

 

for instance.

"The reasonable man adapts himself to the world; the unreasonable one persists in trying to adapt the world to himself. Therefore, all progress depends on the unreasonable man." -- George Bernard Shaw (1856 - 1950)

 

"Remember: If the game lets you do it, it's not cheating." -- Xarax

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Sure, but you'll need to walk me though it this time.

Not a problem at all. :)

 

I have a wiki article for you: http://wiki.thedarkmod.com/index.php/...to_The_Dark_Mod

 

Have you already got an SVN username/password from sparhawk? If not, you might want to PM him to get one. Then you can upload stuff to our server.

 

Try to go through these steps and immediately ask me if you have a question or when you're stuck.

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Hmmm, so I just move the files the right subfolders then right-click the Darkmod folder and select SVN Commit?

Given that you checked and renamed all the files (normal, specular, diffuse, editor image plus hires diffuse plus entry in the .mtr file) and chose SVN > Add before, yes.

 

In case you have no experience with SVN, I also wrote some wiki articles for you: http://wiki.thedarkmod.com/index.php/SVN

There is an article about adding files to SVN too.

 

Also,

...

...where are the texture files that need uploadin'? :unsure:

The texture files have been uploaded to the betamapper repository: https://darkmod.homelinux.com/contributor/b...y/textures/snow (pw/username = betamapper).

 

I'd suggest you download them to your machine using the repository browser, so you don't need to check out the whole betamapper repository. The repo browser is reachable via SVN > Repository Browser. The URL is the same as above.

 

In case everything is too unclear to move forward, please let me know, we can go through this step by step too if you like.

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Okay, before I commit anything there's something that bothers me.

 

According to the Wiki if there's a red exclamation mark over a file it means that the file have been modified by me.

I'm seeing this mark on several map files:

 

//////////////////////////

maps\city_area.ass32

maps\city_area.cm

maps\city_area.proc

 

maps\test\baddcog.cm

maps\test\cutscene.cm

maps\test\pool.cm

\\\\\\\\\\\\\\\\\\\\\\\\\

 

But I don't remember making any changes to those files other than testing them out, and I don't want to commit anything if it's going to cause problems later on.

 

I'm thinking about nameing the textures "shiny_snow01" or "rough_snow01", does that sound good?

 

~Daniel

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I'm thinking about nameing the textures "shiny_snow01" or "rough_snow01", does that sound good?

 

Always use the most descriptive terms first. Are mappers going to look for "rough" or are they going to be looking for "snow"? Once they've found snow textures, *then* they'll be interested in whether the snow is rough, etc.

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Okay, before I commit anything there's something that bothers me.

 

According to the Wiki if there's a red exclamation mark over a file it means that the file have been modified by me.

I'm seeing this mark on several map files:

 

//////////////////////////

maps\city_area.ass32

maps\city_area.cm

maps\city_area.proc

 

maps\test\baddcog.cm

maps\test\cutscene.cm

maps\test\pool.cm

\\\\\\\\\\\\\\\\\\\\\\\\\

 

But I don't remember making any changes to those files other than testing them out, and I don't want to commit anything if it's going to cause problems later on.

 

These files (.cm, .proc, .assXX) are automatically modified by D3 if you compile maps, and it is okay to commit the modified files.

"The reasonable man adapts himself to the world; the unreasonable one persists in trying to adapt the world to himself. Therefore, all progress depends on the unreasonable man." -- George Bernard Shaw (1856 - 1950)

 

"Remember: If the game lets you do it, it's not cheating." -- Xarax

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You should not commit any modified map files. At best it is a waste of bandwidth, and at worst it can screw up someone's local copy of the map.

 

Only commit the files that you know you have intentionally modified (the texture files, in this case).

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