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Searched results for '/tags/forums/poor model texture alignment/q=/tags/forums/poor model texture alignment/' or tags 'forums/poor model texture alignment/q=/tags/forums/poor model texture alignment/&q=/tags/forums/poor model texture alignment/q=/tags/forums/poor model texture alignment/&&'.
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I don't know how it works for Radeon but for NVidia there is a setting in the control panel called Power management mode, it's is also possible to change it for any game individually. Also Windows has its own power management settings. Here is the thread on Dolphin forum about it(but it's pretty old and some things most probably changed): https://forums.dolphin-emu.org/Thread-unofficial-laptop-performance-guide
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thanks, atm im planning to ask the folks at oldunreal for help with texture folder structures and how to identify which texture goes where. a good idea would be to unify the differing render backends like they're project with the d3d11 12 and vulkan backends but adding in the d3d9 one as well for people with older hardware.
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https://sourceforge.net/projects/cbadvanced/files/DS9TheFallen-textures-AI-upscaled.7z/download previous one was a bit bugged but you should have noticed some changes ?. seams are fixed now all textures have been converted to 32 bit with alpha channel. the previous one was 24 bit and was lacking a proper alpha channel looks downright purty now imho. theres a small bug with jadzia where her ears have heavy z-fighting in the first map playing as sisko this however also happens without the upscaled textures so bug is somewhere else. make sure you are using the dx 11 renderer the old renderer does not support external textures at all. just copy over the texture folder from the archive into the game dir do not delete any .utx files !!! in the games texture folder. i can make a screenshot so you can see how it should look.
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Wishlist For Darkradiant
func_klaus replied to sparhawk's topic in DarkRadiant Feedback and Development
@greebo I've been learning a lot from your code and the architecture of DarkRadiant. Never had a C++ unit test suite that ran so smoothly! Kudos to you for all the fine work on the project. I'm happy to help in any way that you guys choose to. I just added a nightly build to the repo, that should make it easy for you guys to try out new features as soon as they are pushed into master. Yes, I think the bug tracker is the best place. Since there is a lot of history there, it helps me understand why certain things were done in a way, so I can avoid creating new bugs or disrupting existing workflows. And then we can use the forums for discussions/ideas/etc. I already have an account, just need that editor status so I can mark things as closed. @kingsal @IZaRTaX the latest build should have the fixes so that user scripts can be loaded from the user folder, and attached to hotkeys. @Frost_Salamander I'm focused on https://bugs.thedarkmod.com/view.php?id=6547 right now and it's been difficult for me to see what the "correct" alignment should be. Can you attach a .map with what the alignment should be? That would a lot. -
Wishlist For Darkradiant
Frost_Salamander replied to sparhawk's topic in DarkRadiant Feedback and Development
I've just added another copy of the map called 'paste-correct-alignment.map'. It has the correct texture alignment across all 3 faces on that right-most group of brushes. -
What are the steps for importing an obj model sucesfully into tdm, without converting it to ase or lwo? I tried it recently with a cat model, but it didn't show up well in tdm, while the lwo version did. (If obj support doesn't work properly after all it should be investigated, fixed, or support should be removed)
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So following on from the conversation here - Here is the first draft of a basic block-out of that church, if there is interest I will complete the creation info a flashed out prefab and model - church.pfbx
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We have been collecting textures for 4+ years, by nearly a dozen different people. It is inevitable that some textures will not stand up well in terms of quality. This thread is the place to nominate textures you think are poor and should be either fixed or removed. The following process will be followed (we are currently on step 1):
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I try to see any difference in-game using your textures, but it seems something is going wrong, because I see no difference, although there is a performance degration while playing. Btw. I used the tool Upscalyl: https://upscayl.org/download When you point it to a folder (using Batch Upscalyl) it can actually read from bmp files (although it says it can't), doesn't work with seperate files. Then webp without compression. Then you can use another tool to convert it to dds. But I didn't get that far. I think the Ai model Ultramix is generally pretty good for this. Don't use "High Fidelity" and "Digital Art". Anything higher than 4x doesn't increase detail, just resizes the image.
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For the people eager to play with the latest state of development, two things are provided: regular dev builds source code SVN repository Development builds are created once per a few weeks from the current trunk. They can be obtained via tdm_installer. Just run the installer, check "Get Custom Version" on the first page, then select proper version in "dev" folder on the second page. Name of any dev version looks like devXXXXX-YYYY, where XXXXX and YYYY are SVN revision numbers from which the build was created. The topmost version in the list is usually the most recent one. Note: unless otherwise specified, savegames are incompatible between any two versions of TDM! Programmers can obtain source code from SVN repository. Trunk can be checked out from here: https://svn.thedarkmod.com/publicsvn/darkmod_src/trunk/ SVN root is: https://svn.thedarkmod.com/publicsvn/darkmod_src Build instructions are provided inside repository. Note that while you can build executable from the SVN repository, TDM installation of compatible version is required to run it. Official TDM releases are compatible with source code archives provided on the website, and also with corresponding release tags in SVN. A dev build is compatible with SVN trunk of revision YYYY, where YYYY is the second number in its version (as described above). If you only want to experiment with the latest trunk, using the latest dev build gives you the maximum chance of success. P.S. Needless to say, all of this comes with no support. Although we would be glad if you catch and report bugs before the next beta phase starts
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remove these from the texture folder DS9_Logos DS9_Objectives Ds9Spacestation and UWindowFonts. the rest look fine. the nebula textures are so low res they look like crap when upscaled so its better to just use the ones in the game blurry as they are. some artist could replace those with high res ones in the removed folders if they can make them fit in with the rest of the map. the fonts are actually not to bad but they have a problem with the alpha channel (probably because i created the dds files using upscaled png versions of the bitmap images) so they have seams. the problem we had with upscayler is that the AI cannot handle textures smaller than 4kb so resizing them a bit lets it continue.
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I got around this by assigning different textures to different parts of the model. The bone uses the original bone material and the rest of the model the new metallic version -
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@Bikerdude The downside is sharp border between materials, limited by polygons. But on a small model like this it's ok.
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the dx 11 renderer supports dds atleast and also normalmaps to my understanding but ill see if i can find documentation for it, as i seem to remember it also supporting targa. you can get it here https://community.pcgamingwiki.com/files/file/2744-unreal-directx11-renderer/ copy the d3d11drv.dll from the ST-DS9TheFallen folder into the system folder and everything from the common folder to the same place. be sure to use version 1.62 of the renderer. loading external textures has a directory tree that uses the same structure as an extracted utx file example textures\AesSedai_T.utx external texture folder structure needs to be textures\AesSedai_T\*.dds and same for subfolders so example Textures\WoTTraps\Skins\*.dds so it follows the structure of the utx file. the unreal dx11 renderer also supports Harry potter 1 and 2, rune, Clive Barkers Undying, and The Wheel of time. There is also a dx10 renderer but it does not support all the games that the dx11 renderer does but it does support external textures as well. you can get it here https://kentie.net/article/d3d10drv/ there is also an experimental vulkan driver but it only works with Unreal Gold atm. and development seems stalled due to the war in ukraine (developer is ukrainian).
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How do I properly import an lwo model with skeleton and textures into darkradiant, so that it is the same as the existing AI? What I mean is, I want the head and body separated, and the model I made to use the existing animations etc. I've looked all over the wiki, and the darkradiatn and qeradiant user guides to see if I could find anything, but found nothing exactly as I needed. When I try to just import the model (without bones), he's laying flat, face up, and the textures are all screwed up. Here's an example of my model in lightwave:
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The community patch packs have some gameplay and graphics mods. Thief Mods and Utilities https://www.ttlg.com/forums/forumdisplay.php?f=174 TFix https://www.ttlg.com/forums/showthread.php?t=134733 T2Fix https://github.com/Xanfre/T2Fix There are a few mods here for Thief and System Shock 2. Keyring Ghost Mode Minion Summoner Fairy Light Radar https://github.com/saracoth/newdark-mods Upscaled textures and paintings https://www.moddb.com/mods/thief-gold-esrgan-pack https://www.moddb.com/mods/thief-ii-esrgan-pack
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its a wine bug, some workarounds here https://forums.lutris.net/t/multi-disc-install-problem/9116
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What is Going On With This Depth Buffer?
stgatilov replied to OnlyTaffingCowardsHide's topic in TDM Tech Support
Depth is OK at the moment when it is copied into texture, so in-game SSAO works fine: The heatHaze effect (more specifically material textures/sfx/vp3) is rendered without disabling depth writes, and we get this: Nobody has ever thought about it, because this depth buffer will be thrown away. Now, if you have some tool that hooks into the game and intercepts depth buffer at the end of the frame, then it has problems. -
This updated version is now animated instead of crudely moving from side to side or up and down etc.
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At this point everything is super sharp, except for the textures.. Edit: I started extracting some of the textures (using Dragon Unpacker, great tool) and the texture size is indeed very small.
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I would recommend this version because it gives the best graphics. There is also a high change it includes the 2 patches, but I see no way to check it. If you use wine directly to install the game you can find the ds9.exe inside home/.wine/drive_c/"installed location"/system It looks like the game is made in the Unreal (1) engine. I think it looks pretty decent for it's time. I guess it's so unknown (or some other reason) that it never got a HD texture mod.
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I wanted to create a "shaman" beastman AI with the same ranged fireball and melee spark attack as the "archmage" AI. Initially I tried just placing an archmage and swapping head/model/vocal set, but that resulted in a beastman with no melee attack chasing me around and doing nothing. I'm assuming this is tied to animation problems... the beastman model has no animation for using mage attacks, and so no attacks happen. But I know nothing about the spawnargs, so I wonder if it's possible to create any arrangement of spawnargs allowing beastmen to cast fireballs etc as mages. Does anybody know if this is possible or not?
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If like me you scour the web looking for inspiration for your next TDM mission then look no further.. Now... talking of images have you guys seen the latest from the master that is DrK from his Rocksbourg4 campaign. We need more dirty texture in TDM me thinks...
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Miscellaneous asset fixes done: * More fixes in fonts and better support for Cyrillic and Romanian (post, 6642, 6661). * Added all missing mipmaps in DDS textures (post). * Fixed shop description of slow match (6629). * wood/panels/trim_wood_grunge_moulding_desat: fixed parallax confusion. * models/md5/chars/builders/guard/builder_armor material: brought back specularmap. * textures/darkmod/stone/brick/blocks_light_stained_trimmed material: fixed specularmap. * prefabs/doors/trapdoor_w-padlock prefab: fixed wrong particle (6662). * prefabs/mechanical/switches/wall_lever01 prefab: fixed frobbox of the lever (6060). * models/darkmod/architecture/doors/door*hinge models: fixed gaps in almost all versions (6671) [02]. * models/darkmod/furniture/wardrobe_open model and prefab: fixed clipping through frame (6272) [02]. * models/md5/chars/heads/female03_head_local and dds/models/md5/chars/heads/face_freckle textures: replaced (5545) [03]. * models/darkmod/readables/book_* model: fixed UV maps in sp1 and red1 versions, texture fix (6672) [03]. * prefabs/doors/curvedtop_door_96x48_3hinge_w-frame prefab: fixed hinge material (3212) [03]. * models/darkmod/readables/book_tome model: minor fixes [03]. * models/darkmod/containers/bucket model: gap fixes (6675) [04]. * models/darkmod/containers/barrel_wine model: fixed shadowmesh (6685) [04]. * New assets added: * atdm:ai_undressed_old_man_01: added new character model, including LODs, ragdoll, swappable head. * textures/darkmod/wood/panels/trim_wood_* material: added red variants. * textures/darkmod/wood/panels/panel_decorative_redder_grated material. * textures/darkmod/paint_paper/gold_pedals_* material: added RGB versions. * textures/darkmod/paint_paper/fleur_* material: added RGB versions. * textures/darkmod/stone/brick/red_worn_dirty_trim_wet material. * textures/darkmod/stone/brick/old_bricks_darkgrey_wet material. * models/darkmod/lights/non-extinguishable/painting_downlight model. * models/darkmod/containers/openable/safe_door_003_* and safe_wheel_003: added wall-in-safe door model and prefabs (6590). And there is a big set of assets added by @Wellingtoncrab and @Amadeus from the upcoming mission "Displacement". New models by TDash: * models/darkmod/furniture/beds/rustickingbed with skins DRustBed* * models/darkmod/furniture/seating/darmch1 with skins ArmCh* * models/darkmod/furniture/desk_pagan with skin JPagDesk2 * models/darkmod/furniture/steps_library with skin LibStepup1 * models/darkmod/mechanical/typewriter * models/darkmod/kitchen/wine_bottles_shelved*: versions A, B, C, D * models/darkmod/kitchen/whiskeyglass_silver * models/darkmod/kitchen/bottle_simple_* * models/darkmod/containers/crate_long_* * models/darkmod/containers/crate_simple* * trunk/models/darkmod/containers/wine_crate_03 * models/darkmod/furniture/cabinets/cupboard_* More models: * prefabs/mechanical/switches/red_button prefab along with models/darkmod/mechanical/switches/switch_redbutton* and switch_toggle* models and redbutton_glow* skins * models/darkmod/decorative/statues/bust_emperor_* model (and bust_emperess) * models/darkmod/kitchen/food/bread_loaf*: new versions 02, 03, 04, 05, 06 * models/darkmod/kitchen/food/croissant * models/darkmod/lights/non-extinguishable/streetlamps/streetlamp_iron_01 with skins streetlamp_iron_01_lit, streetlamp_iron_01_unlit * models/darkmod/decorative/trophy_plaque_* * models/darkmod/decorative/stuffed_hart* * models/darkmod/decorative/statues/statue_face_cover* * models/darkmod/loot/loot_golden_goblet* * models/darkmod/loot/loot_golden_vase_* * models/darkmod/decorative/ashtray * models/darkmod/decorative/cigar* with skins cigar and cigar_unlit * models/darkmod/loot/loot_crystalore* (and loot_rareore) New skins: * cabinet1_* for furniture: versions A, B, C * book_sp1_gold_crest for various books Stone, cobblestone, brick materials: * textures/darkmod/stone/brick/bricks_old_light* * textures/darkmod/stone/brick/blocks_sandstone_grime_trimmed * textures/darkmod/stone/brick/blocks_concrete_small_trimmed2 * textures/darkmod/stone/cobblestones/flagstones_bricks_multicolored* * textures/darkmod/stone/flat/tile_dirty_terracotta * textures/darkmod/stone/flat/tile_herringbone_grime* * textures/darkmod/stone/flat/tile_checkered_grime_tricolor* * textures/darkmod/stone/flat/tile_checkered_grime_small* * textures/darkmod/stone/natural/gravel_multi_color Other materials materials: * textures/darkmod/paint_paper/wallpaper_grunge_* * textures/darkmod/plaster/plaster_worn_painted_peeling_autumnal* * textures/darkmod/roof/rooftiles_clay_red_decorative* * textures/darkmod/wood/boards/planks_floor_* * textures/darkmod/glass/glass_brick_clear [03] * lights/watercaustics01 Note: [03] at the end of line means that this change appeared only in beta214-03.