![]() ![]() And same thing with 3, like nothing actually happens in the issue besides her connecting with the robot thing.Īnd the thing is, I've seen the potential. NFTs? Like what? Most of the issue is just talking and not much superheroing, and that can be fine, but these characters aren't interesting enough for me to actually care about those conversations. But he basically takes one hit and is out, and his thing is. In 14, I thought the idea would be the introduce Sheer as this new, cool villain. Take the most recent issues (14 and 3) for example. Like, nothing interesting happens in these issues. Both Radiant titles are just so BORING to me. I'm now 14 issues into the series, along with reading Rogue Sun and Radiant Red, and I'm thinking of quitting. So, when I heard about Radiant Black with its obvious Rangers corollaries, I was super excited. (Which isn't sufficient to make a whole FM, obviously, but good for DR building practice and the occassional dmap test.I am a huge Power Rangers fan, and though I haven't read the comics, I have heard nothing but good things about Higgins on them. I might be a bit ignorant of a separate FM projects folder, as so far, I've only ever stored my maps-in-progress in the Maps folder. It always uses the resources available in the game's folders themselves, so it's rather expected you'd have to make a custom models folder somewhere in the game (e.g. I know (or suspected) you don't really add assets to the toolkit itself. If the model is already finished and textured, and you are not exporting it from a modelling application yourself, the import process is as simple as copying the model file (ASE or LWO) and its associated textures into the appropriate locations in your expanded assets folder. You would follow exactly the same steps if you were using the native DoomEdit. This may seem like nit-picking, but it's important to understand that the process for importing a new model has nothing to do with the editor. ![]() You add the new models into the Doom 3 asset tree, and DarkRadiant picks them up in the same way the game does. Just to be clear: you don't "add new models into DarkRadiant". If the model uses custom textures, that adds an extra step or two, as you would also have to save the material and texture files. Then, as long as DR is set up to point to that pk4, you add it to your map like you would any other model. You just have to save the model into a location in the models/ folder in your pk4. Thanks in advance for any and all advice, I appreciate it immensely. importing a custom chair, etc., just to test the model importing process. I'd like to try something simple for a start, e.g. But custom models made by others, that's a whole other kettle of fish for me. And those are already part of the base game at this point. On a final note: Yes, I mean custom models. ![]() Just so the info could be shared with other newbs who are still learning the ropes in DR. So, any up-to-date advice on how to do this for the current version of DarkRadiant ? I'll take whatever good advice I can get, and rest assured, I'll also write down some documentation based on it. I couldn't find a thread or a wiki article that could answer this. Sharing custom models made by our members is awesome, but it's hardly of any use if one isn't even sure on how to import them into the level they're building. But I basically couldn't find anything on how to import a finished, working custom model into DR. I've found loads of documentation on things like WIP model import/export for various 3D modelling software, or what formats models should be saved in, etc., etc. Perhaps a silly question, but how do you do custom model importing into DR ? ![]()
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