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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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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 overclock) pcie revision 3.0 (can still run gfx cards intended for pcie 4 or even 5) max number of pcie lanes 24 unless a doppler chip was used on board. for full avx support you needed the 7900x cpu or higher. cpu's 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 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/
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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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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.
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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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for those who want to try with such a setup here is what you get. the asus x99 deluxe has a frak ton of sata 3.1 ports a few sata 6.0 ports an nvme slot (vertical yeah rather funny), a good ammount of usb 3.0 and a few usb 3.1 ports (with the expansion card that came with the board) plus a few usb 2 ports. the x99 deluxe also sports gigabit wifi bluetooth and no less than 2 gigabit lan connctions. the board also has many options for overclocking even ln2 (liquid nitrogen cooling). which imo is a bit overkill but you can drive it as high as 6ghz if you dont mind having to squat liquid nitro in an open setup (dont spill any on your hands!!!). there was even a later model which included the missing bling with aura and loads of lighting the deluxe 2 ewww. its a good overclocking board when all is setup correctly (which as explained takes a good deal of patience and some knowledge). it runs win 11 without any problems if you use rufus and tell it to skip the hardware check when creating a bootable usb. heres a shot at one running 5.8 ghz https://valid.x86.fr/1zcvfi with the same cpu as mine.
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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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(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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Is this modern texture compression the same as the one popularized by S3 savage3D spec-wise? (Excluding the neural part) There’s also one called ASTC, if I’m not mistaken Some game engines have DXT settings.. such as godot or ue
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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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Wishlist For Darkradiant
kingsal replied to sparhawk's topic in DarkRadiant Feedback and Development
weld_verts.pyrelax_verts.pypatchsplitter.pypatch_match_seam_uvs.py @func_klausIm so stoked we have someone working on DR again and all the above suggestions sound awesome. I was talking to Welli and Amadeus about a couple scripts I had AI write for me to help with patches. Down the road it would be cool to improve the patch workflow and capabilities. I'll just post what I sent them. Fair warning these are ugly and made by AI so use at your own risk kinda deal These go in darkradiant/scripts/commands (please backup your folder before using these) --------------------------------- 1. Unify Patch Textures This doesnt work yet, but the idea is it will try to unify the texture coordinates on patches so the can have seemless textures without combining them. Good for like mountains and such 2. Relax verts Kinda whack, but it works(ish) Select verts on a patch. Hit Relax Amount 0-1 is the relax percentage Shrink (0 or 1 on or off basically). Collapses the verts inward Bloat same but inflates them 3. Weld Verts This will take two or maybe up to 8? verts and weld them (move them to the same XYZ, not literally weld them) Its still a little crashy if you dont select ANY verts or too many. Chat gpt cant make up its mind here 4. Split Patch Just a slightly faster/ more reliable version of the one we have. --------------------------------- No expectation for anyone to jump into making these better, but figured Id post them as they have helped me. Ill update when I get Unify Patch Textures working. @func_klausI ran into an interesting problem where DR couldn't bind these scripts to hotkeys. Everytime DR loads it nukes them. Maybe something in DR startup is preventing it from writing the binds for custom scripts correctly? -
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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This updated version is now animated instead of crudely moving from side to side or up and down etc.
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Intel has a different version that could achieve even more extreme compression, at the cost of a little quality: https://videocardz.com/newz/intel-shows-texture-set-neural-compression-claims-up-to-18x-smaller-texture-sets
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EDIT: Here's a script that exports smaller md5anim files and doesn't require baking: I tested this addon for importing and exporting md5.mesh and md5.anim in Blender: https://github.com/KozGit/Blender-2.8-MD5-import-export-addon It works with Blender 3.6.15 which is the latest version in the 3.0 series. It doesn't work with Blender 4.2. It seems that the culprit is the change in the 4.0 series from bone layers to bone collections. Here's an updated .blend file with male NPC animations. .blend file with a female model Like before: use armature_control to animate the model when you're done, select the tdm_ai_proguard armature object and Bake Action to Pose; select Visual Keying for the exporter to work you need to select both the tdm_ai_proguard and a mesh object that's being animated, e.g. proguard_armor
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Mandrasola is a small sized map in which aspiring thief Thomas Porter steals some herbal products from a smuggler. The mission was created by me, Sotha and I wish to thank Bikerdude, BrokenArts and Ocn for playtesting and voice acting. Thanks goes naturally to everyone contributing and making TDM possible. This mission occurs chronologically before the Knighton's Manor, making it the first mission in the Thomas Porter series. Events in chronological order are: Mandrasola, The Knighton's Manor, The Beleaguered Fence, The Glenham Tower and The Transaction. The winter came early and suddenly this year. Weeks of strong blizzards and extremely harsh cold weather hit Bridgeport hard. With the seas completely frozen, a rare occurence indeed, most of the City harbor commerce has stopped completely. Vessels are stuck in the ice and no ship can leave or enter the City, resulting in the availability imported goods declining and their prices skyrocketing. One of these imported items is Mandrasola, a rare herbal product, which is imported overseas from the far southern continents. Mandrasola has its uses in alchemical cures and poisons, but mostly this substance is used for its narcotic qualities by commoners and even the nobility. The problem with Mandrasola is that excessive use is extremely addicting and the withdrawal effects are most grievious. Many are utterly incapable of stopping using Mandrasola and are transformed into quivering human ruins if they do no get their daily dose. And now this expensive and rare substance is running out from the whole City. Me and my fence, Lark Butternose, would love to grab this monopoly to ourselves: selling the last few doses in the City would probably be worth a fortune. According to Lark's sources, there remains only one smuggling lord who still has Mandrasola in stock. The problem is that this individual maintains an exclusive clandestine operation and only supplies a few nobles. Despite our best information gathering efforts we couldn't learn who the smuggler is and where he or she operates. Luckily we have an alternate plan. While searching for Mandrasola related information, we learned that a noblewoman called Lady Ludmilla is addicted to the substance and has paid high prices for small amounts of it. We also know that she has visited frequently someone in the Tanner's Ward waterfront, and since she goes to the area personally we believe she is visiting the smuggler. The plan is simple: I must monitor Ludmilla's most likely entryway to the Waterfront and then follow her to the smugglers hideout. I'd better be very careful around Ludmilla. She must not realise I'm following her or she probably won't lead me to her dealer. Hurting her is also out of the question. After she leads me to the smuggler's hideout, I can take my time to break in carefully and steal all the Mandrasola I can find. While I'm there it wouldn't be a bad idea to grab some loose valuables as well. I've now waited in the blistering cold for a few hours already. Looks like there are a few city watch patrols in the area to complicate matters... I think I heard a womans voice beyond the north gate. That must be lady Ludmilla, I haven't seen many ladies in these parts. I'd better get ready.. Links: Use the ingame downloader to get it. WARNING! Someone always fails to use spoiler tags. I do not recommend reading any further until you've played the mission.
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============== -= IRIS =- ============== WELLINGTONCRAB TDM v 2.11 REQ Ver. 1.3 *For Maureen* -=- "Carry the light of the Builder, Brother. Unto its end." -Valediction of the Devoted "What year is this? Am I dreaming?" -Plea of the Thief Dear Iris, I am old and broken. When we were young it felt like the words came easily. Now I find the ink has long dried on the pen and I'm as wanting for words as coin in my purse. I can tell we are nearing the end of the tale; time enough for one more job before the curtain call... ============== -Installation- Requires minimum version of TDM 2.11 **Dev build dev17056-10800 (2.13) fixes several visual effects which have been broken in the mission since the release of 2.11. For that reason playing with that version or later is currently recommended** -Iris does not support mods or the Unofficial Patch- Download and place the following .pk4 into you FMs directory: Iris Download ============== *Thank you for playing. Iris is a large mission which can either take as quickly or as long as you are compelled to play. I hope someone out there enjoys it and this initial release is not completely busted - I tried the best I could!* *Iris both is and isn't what it seems. If commenting please use spoiler tags where appropriate. If you are not certain if it would be appropriate a good assumption would be to use a spoiler tag* *Support TDM by rating missions on Thief Guild: https://www.thiefguild.com/* ============== WITH LASTING GRATITUDE: OBSTORTTE - Whose gameplay scripts from his thread laid the foundation which made the mission seem like something I could even pull off at all. Also fantastic tutorial videos! DRAGOFER - Who built upon that foundation and made it shine even brighter! And whom also provided immeasurable quantities of help and encouragement the past couple years on the TDM discord. ORBWEAVER & GIGAGOOGA - For generously offering their ambient music up for use. EPIFIRE - Who lent me his fine trash and trash receptacle models. AMADEUS - Who was the first person who wasn't me to play the damn thing and provided his excellent editorial services to improving the readers experience playing TESTERS AND TROUBLESHOOTERS: AMADEUS * DATISWOUS * SPOOKS * ALUMINUMHASTE * JAXA * JACKFARMER * WESP5 * ATE0ATE * MADTAFFER * STGATILOV * DRAGOFER * KINGSAL * KLATREMUS - What can I possibly say? Playing this thing over and over again could not have been easy. Deepest thanks and all apologies. -=THANKS TO ALL ON THE TDM DISCORD AND FORUM=- ==SEE README.TXT FOR ADDITIONAL ATTRIBUTIONS & INFORMATION== HONORABLE MENTION: GOLDWELL - If I hadn't by chance stumbled into Northdale back in 2018/2019 I would probably still be trying to get this thing to work in TDS, which means it probably would not exist - though more details on that in readme. ============== Boring Technical Information: *Iris is a performance intensive mission and I recommend a GTX 1060 or equivalent. I find the performance similar to other demanding TDM missions on my machine, but mileage may vary and my apologies if this prevents anyone from enjoying the mission.* *Iris heavily modifies the behavior of AI in the game, how they relate/respond to each other and the player. So they may act even stranger than they do typically in TDM. Feedback on this is useful - as it can potentially be improved and expanded upon in future patches.* -=- This is my first release and it has been a long time coming! If I forgot anything please let me know! God Speed. 2.10 Features Used:
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no console errors relating to that texture or particle.
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I'm using lightwave. I used to model extensively in lightwave about 20 years ago, and decided to get back into it, because the darkradiant user's guide said I should use ASE or LWO for model imports. From Darkradiant user's guide: Model (func_static) Model entities represent geometry that is not compiled as part of the map itself. The model geometry can either be derived from brushes and patches created inside DarkRadiant, or from an external model file in ASE or LWO format. Model files are the primary mechanism for including fine detail in a map which would be cumbersome to create with brushes and patches.
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Updated/alternative version of the stock bathtub. You'll need the noshadows version of the inner texture - -------------------------------------------- textures/darkmod/stone/flat/smooth/marble_greenish_ns { surftype15 description "tile" noshadows qer_editorimage textures/darkmod/stone/flat/smooth_marble_greenish_ed diffusemap textures/darkmod/stone/flat/smooth_marble_greenish { blend specularmap map _white rgb 0.2 } } --------------------------------------------- bathtub02.lwo
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A Winter's Tale By: Bikerdude "One of the few pleasures I have as a man of the thieving profession is to return to my old home town for the holidays and relax in the company of friends and relatives. But a local lord has been going out of his way to making the lives of the locals a miserable." Notes: - TDM 2.12 or later is REQUIRED to play this mission. - This is my entry for the speedbuilding jam. - This FM should play on the vast majority of systems. I have perf tweaked this map with low end players in-mind. And have moved the globale fog/moon lights to the ‘ better’ LOD level. - min recommended spec (as per beta testing) Intel Core i7(3rd gen), nvidia 1030 4gb (GDDR5), will get you 60fps inside and 45fps outside. - Various areas will look better with shadow maps enabled (SoftShadows set to medium/high, Shadows Softness set to zero and LOD set to 'better'), at the possible expense of performance depending on your system specs. - this mission continues the imperial theme, with this being a border town slightly further out from the main imperial lands than Brouften. - build time roughly 130hrs. Download Link: - (v1.4) - https://discord.com/channels/679083115519410186/1310012992867405855/1310022631415746632 v1.4 changes: I have been tweaking the LOD levels through-out the map - - Snow fall has been moved to LOD low/normal. - world fog moved to LOD better. - fireplace grills to LOD better. - world moonlight moved to LOD high. Other tweaks - - reduced light counts in all the fireplaces. - reduced the length of the looping menu video background. - Some new assets Gameplay: - added more ways for the player to get around. - tweaked existing routes to make some easier or more of a challenge. - and added an additional option objective. Credits: Special thanks go to - - Nbhor1more, flashing out the briefing and creation of readables. - Amadeus, Help w/custom objectives, script work, proof reading, mission design & testing. - Dragofer, for custom scripts and script work for the main objective. - Baal, for additional tweaking of the main objective and script work,. - Beta testers: Amadeus, Nbhor1more, Mat99, DavyJones, S1lverwolf, Baal & Dragofer. - Freesound.org, for ambient tracks, further details in sndshd file. Speed Jam Thread: - https://www.ttlg.com/forums/showthread.php?t=152747
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An important thing to note is that shiny materials tend to get darker in ambient lighting, but frosted glasses scatter ambient light so they do act more like diffuse materials. I guess that means that for this texture the brighter version is more accurate.
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So, what are you working on right now?
AluminumHaste replied to Springheel's topic in TDM Editors Guild
Beautiful work you guys! @Arcturus I would suggest for showing off model detail is to have static lights, like a lamp, next to the model, and have the models slowly rotating on the table, instead of moving the camera around the object. But man, those are gorgeous.