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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 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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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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For a moment, it occurred to me that writing a writer and a reader for targa file might be a good fun hobby to me(talking about texture file or texture format) but i have another project and it is on my wishlist & inputted in my brain's ring buffer
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here in denmark the best priced card from team green is the rtx 5070 non ti which goes for 4790 kr which is around 756 dollars. for the same price you can get a 9070 xt OC model which has more vram and is a much better buy today. https://www.techspot.com/review/2991-amd-radeon-9070-xt-vs-nvidia-rtx-5070/ the pricing seen in the above test has flattened out atleast here where i live. the 9gb models have not made it to denmark yet so pricing is not avaliable and the standard rtx 5050 8gb is currently sold out. but it was priced at 2599 kr or 410 dollars. unfortunatly the rtx 5050 while cheap does not even come close to the performance of even my rtx 3070 non ti so its a moot point for me to upgrade to that specific model. i might sell my 2080 ti and 3070 as they go for a pretty penny here in denmark still and grab a 9070 xt. my build server does not really need such a powerfull card anyway and i have an old geforce 560 ti it can run with instead . selling them should net me around 4/5 of the price of the 9070 xt.
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only ever used wally a few times and there seems to be better alternatives today. was for a HD texture mod experiment where i toyed with packing some huge textures into a wad 3 though i had to correct some non power of two images because wally threw a fit . it worked in the end but looked worse than just loading them directly. newer been an artist so having to modify a bunch of cranky tiles took me a great deal of time and reading up a lot on stuff. teach me to draw and ill break both the pencil and the paper so it was literally torture for me.
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using 7zip as a container can work but from what i could read at the zdoom forums it comes with an overhead. memory requirements go up loading time goes up so the question is if it is worth it ?. the better compression is nice though. i been wondering if zstd would be a better bet ?. directstorage 1.4 adds zstd support so maybe ?.
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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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hmm yeah looks like the two biggest versions are the only models who will get bLLC. so the 42 and 52 core models. since bLLC is basically the same as AMD's x3d model they would have to make these somewhat competitively priced unless the cpu in itself can drive performance higher in gaming. the two top models are also the only ones marked as HEDT which allways comes with a hefty pricetag.
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Not a texture atlas at all. File container. With table of content, that contains offsets, sizes and names for the files stored inside it. Texture atlas is when a bunch of textures stitched together for faster access inside VRAM. Unrelated.
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more like a texture atlas but yeah its not a texture format. newer seen wads with sound though ?.
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This updated version is now animated instead of crudely moving from side to side or up and down etc.
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I'm trying to figure out what is this bounding box. It's purple when you type r_showskel 1 And yellow when r_showViewEntitys 1 "r_showViewEntitys 1" is unstable and will eventually crash the game. I can't figure out why it's so different on old man's model. It can't be animation cause those are shared. Old man inherits tdm_ai_proguard definitions. City watch's box changes as I walk away, probably due to LOD. I don't know what in the mesh file could cause this. There aren't any hidden triangles that could cause the bounding box to expand like that. I imported and re-exported other models with Blender and those were ok, so exporter seems to work fine. At least I know it's not the pants. EDIT: Narrowed it down to the legs part.
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newer really dealt much with the wad format myself (i worked at the quake 1 engine) so im not that much into what black magic happened internally, but i did create my own wads using wally and even if the internals are different it looks much like a texture atlas so excuse my assumption.
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(Neural Texture Compression at 7:42) https://www.techpowerup.com/348003/nvidias-neural-texture-compression-cuts-vram-use-from-6-5-gb-to-970-mb https://www.pcworld.com/article/3086166/microsoft-outs-xbox-project-helix-we-want-to-break-down-the-artificial-barriers-between-pc-and-console.html "Neural Texture Compression" will be coming to new, and possibly current/recent GPUs, as well as the next generation of consoles. From the sound of it, Nvidia's implementation will be freely shared with AMD, Intel, Microsoft, Sony, etc. rather than proprietary. In one comparison, they are claiming that they reduced texture VRAM usage from 6.5 GB to 970 MB, i.e. an 85% reduction or almost one-seventh the original size. You will require a GPU with tensor cores or equivalent. It's possible that newer generations will be preferred, like how an INT8 version of FSR4 can run on RDNA2, or DLSS 4.5 on Turing, but with a performance penalty in either case. Next-gen consoles from Sony and Microsoft are expected to use RDNA5, or in Sony's case, maybe a customized version that is mostly RDNA5. Much of the negative commentary is predicting that this will be used to keep offering the same (or less!) VRAM on consumer GPUs. But next-gen consoles will have more memory than current-gen, possibly using it to support LLM-related features, so eventually you would need more than 8 GB anyway. This is likely to reduce install sizes and VRAM usage, but on the other hand developers could use it to pile on more numerous and detailed textures, e.g. cramming what would have previously taken 80 GB of VRAM into just 12 GB. I could see this becoming relevant to TDM eventually. If you were going to offer an official high-quality texture pack or mod, why not require neural texture compression? But do it a decade from now to be safe.
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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.
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v1.1 is released! Might not seem like much from the changelog, but as usual with this mod it has involved a lot of sound shenanigans. This time I've had to go hunting for new sounds to finally address the poor state of hit sounds on materials. Stims projected to AI by hits done with the blackjack and the sword will at last feel decent, at the very least.
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older doom as well as half-life used wad format allthough half-life uses an extended version 3 whereas doom uses wad 2. not seen many games using mtr but dds has been around for like forever along with S3TC. libsquish is nowadays used to handle most texture compression needs in many opensource game engines, maybe something worthwhile for TDM ?. https://github.com/oblivioncth/libsquish
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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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Hmm maybe I tried it in 2.13 then. I had a model of a cat that I put into a map. in obj you could partly look through it but converted to lwo it looked normal. I thought there is a whole complicated process to follow for making models working in tdm with making Collision Meshes and shadow meshes etc.
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havent owned an x299 so i can only report on what others have found for this platform. cascade lake was the last cpu compatible with this chipset. max memory 256 gb quad channel DDR4 3200Mhz. (higher with XMP) pcie revision 3.0 (can still run gfx cards intended for pcie 4 or even 5) max number of pcie lanes 24 (chipset) unless a doppler chip was used on board. the cpu adds more lanes by itself so it can actually reach about 48 lanes total. for full avx support you needed the 7900x cpu or higher. the later models of cpu's (cascade lake) are tdp locked so for full steam ahead you needed to adjust that either via builtins or by using throttlestop. tdp unlocked cpu's get very hot so you need good cooling even if they are not overclocked. from reviews i can see that stock struggles quite a bit versus the ryzen zen 2 models of the time. however with unlocked tdp they are actually a good deal faster (and a lot hotter) . vs zen 3 it lost though especially vs the x3d models. used boards go for less than the ryzen AM4 versions mostly, used cpu's for this platform are a bit mixed price wise but it is generally not to hard finding a good deal. x299 goes well with a rtx 3900 or 3800 ti gfx card and can probably even drive some of the later models as well. best x299 models are asrock taichi x299 ultimate, asus x299 prime, evga x299 dark. the asrock taichi is probably the best allrounder and has great looks. the asus model also sports great overclocking but the early bios revisions were faulty so its recommended to update to later revisions. the evga dark is the only model with active cooling of the vrm's and is generally considered the best overclocking board. https://overclock3d.net/reviews/cpu_mainboard/evga-x299-dark-review/2/ EDIT: corrected some stuff. might actually pick one up if i can get a good price on a bundle to replace my aging x99 as a build server / occasional gaming machine.
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hmm seems nova lake might return with a hedt model, intel actually seems to have ditched it for some time as the last hedt model was from 2019. i suspect it will cost a minor yacht though.