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Happy Tuesday everyone,

I've uploaded a bunch of new corroded metal images...you'll find them here:

TXR - Metal

http://soundimage.org/txr-metal/

I've also started a brand new page for abstract images. It's here:

TXR - Abstract

http://soundimage.org/txr-abstract/

And stay tuned for new sound effects and music tracks coming on Thursday on my other thread.

In the meantime, have a good week!
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id Tech 4 Level Editing / Re: Texture browser alternative
« Last post by LDAsh on Today at 01:29:27 AM »
There's no software alternative that would be directly compatible with any Radiants, but I've been trying the same thing and here's my method, although it's for a completely different project.  This will only work for simple MTRs that contain a header and an editor image.

I take all the editor JPGs and rename every file to prefix their folders into the filename, and put them all together into 1 folder, then I start to categorise them into what they actually are, based on (real-world) materials and features, such as 'crates_wood' and 'crates_metal', etc.  Importantly, I need to keep the original subfolders in these new categories, but luckily Radiant can handle fairly long headers with a deep folder structure, at least as much as I need it to.

Once that's all done, I remove the prefixes in the filenames with a script so to return their original filenames.  The only reason for doing it that way is to keep track of which subfolders they belong to when they are all lumped together into 1 folder and I'm categorising them out.

Now I can make an index of all these files to turn the results into a text file, which can then be MTR files, just a list of headers.  This is where Grep will come in handy, to take a simple list of headers and place the correct structure underneath to give it an editor image, or in my case just the "diffusemap" line, with the curly brackets on the lines above and below, so a list of headers becomes one big MTR file.  I need to manually split this file into separate MTRs, but that's not so difficult since it's all alphabetised.

Once that's done, I simply do a search/replace operation to remove the "categories" from the prefix of every "diffusemap" line (so as to not affect the header) and I'm left with MTR scripts that have headers based on categories, but still uses the original file and location of the editor image, so I don't end up with another copy of the image for every category version.

So now in Radiant, I have all the originals but I also have extra "zzz_category" folders underneath, where mappers will be able to find what they're looking for based on substance and feature, instead of the original location and filename, which isn't often very intuitive.  All that's required is to run a script on the .MAP file to remove the category prefix from the headers and return it to the original header before compiling/exporting.  I don't find that Radiant takes so much longer to load or anything, and more importantly the size didn't increase by more than half a MB.



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id Tech 4 Level Editing / Texture browser alternative
« Last post by Cyber8 on May 21, 2018, 03:56:42 PM »
Hey there,
As much as I don't have any trouble making geometry for the map, i sure find texturing to be very annoying. Mainly due to the fact that textures in Doom 3 are not very categorised.
For textures you mainly have few folders named walls/floor/ceiling/(specific stage), and that's it. Another thing that doesn't help is the fact that the texture browser shows the list of all textures, if I want to see the texture I have to click on it first, then it shows in the "recently used" tab, where I can actually see what texture I'm picking.

Is there any way/setting, to make texturing a lot easier? I thought of making my own folders and segregate textures myself, but what can be done with texture browser, so it displays textures like in recent tab?
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Strutt your stuff! / Re: Hand's viewmodel
« Last post by motorsep on May 21, 2018, 11:11:15 AM »
If you use Doom 3 fork with soft shadows (shadowmapping), polycount shouldn't matter. It only matters when you use stencil shadows.
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Strutt your stuff! / Re: Hand's viewmodel
« Last post by bitterman on May 21, 2018, 10:35:13 AM »
Sure.
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id Tech 4 Engine Coding / Re: Classic RBDoom 3BFG
« Last post by EmoLevelDesigner on May 20, 2018, 09:21:15 AM »
Some bugs I've noticed:

Can't read .pda files from mod's newpdas folder;
Shadows sometimes show black and white copy of the screen instead of actual shadows (map on the screenshots is Artifact Valley by Psimorph www.doom3.ru/news.php?id=1350);
Sky looks very pixelated;
Failed saving settings to profile (rare bug, only happened once);
Vertical stripe in Classic Doom (map on the screenshots is e1m8b - Tech Gone Bad by John Romero).
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Strutt your stuff! / Re: Hand's viewmodel
« Last post by The Happy Friar on May 19, 2018, 10:02:58 PM »
Got any comparison images of the high poly vs low poly?
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id Tech 4 Engine Coding / Re: rbdoom3bfg with editors
« Last post by The Happy Friar on May 19, 2018, 10:02:33 PM »
Maybe I'm missing it, but the readme on the github page mentions an installer.  Is there one of do I need to download & compile the code?
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id Tech 4 Engine Coding / Re: Classic RBDoom 3BFG
« Last post by MadDecoder on May 19, 2018, 05:21:06 AM »
Hopefully No Rest For the Living will be fixed in the next update.

I managed to launch fate02.wad. Turned out, "Mods for expansion" list should have been used in the launcher, not "file" command-line parameter.

Managed to launch master levels too. Game would agree to launch them if the wads/master folder contains only these 20 wads and nothing else. The flaw here is that it says "couldn't find expansion", instead of "no wads/master folder detected" or "contents of folder are X, expected Y". It just launched the first level for me. Seems like functionality of launcher and readme files viewer that comes with original master levels is not reimplemented yet.

I personally would prefer to have BFG mods distributed as .resources files because it would look neater than many folders with files in them, and also similar to how mods for original Doom3, Quake4 and Prey2006 work, but maybe that's just me.

Well good to read that your issues are solved. "Mods for expansion" is a unique mod exclusivity system that allowing you to load multiple mods per game/expansion without colliding with each other. As for the master levels I admit that is a flaw but I also give the instructions on how to load it.
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id Tech 4 Engine Coding / Re: Classic RBDoom 3BFG
« Last post by EmoLevelDesigner on May 19, 2018, 04:35:59 AM »
Hopefully No Rest For the Living will be fixed in the next update.

I managed to launch fate02.wad. Turned out, "Mods for expansion" list should have been used in the launcher, not "file" command-line parameter.

Managed to launch master levels too. Game would agree to launch them if the wads/master folder contains only these 20 wads and nothing else. The flaw here is that it says "couldn't find expansion", instead of "no wads/master folder detected" or "contents of folder are X, expected Y". It just launched the first level for me. Seems like functionality of launcher and readme files viewer that comes with original master levels is not reimplemented yet.

I personally would prefer to have BFG mods distributed as .resources files because it would look neater than many folders with files in them, and also similar to how mods for original Doom3, Quake4 and Prey2006 work, but maybe that's just me.
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