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Jesps

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Everything posted by Jesps

  1. Thanks. That is a relief. I was afraid I had broken something in my map.
  2. Hi. In my map I've used the texture numberwheel_wood, located in Other Materials in the Media browser. It seems to work just fine, like any other texture, in-game too. But I've noticed that it does not show up in the Texture Browser like the other textures I have used. I've tryed with other textures from the Other Materials folder and they dont show in the Texture Browser either. Should I be concerned about that? I'm using Thief's Den ressources btw. Jesps
  3. As someone who has only been building for Thief 2, I'm always amazed by what Doom 3 can handle.
  4. When you played one game, you played them all. Did they just decompile the maps and then compile them for their own engine? (Or maybe the game engine is "borrowed" as well)
  5. Thanks greebo. Also thanks for helping me make the feature. I would be lying if I claimed that I have plenty of time for coding, due to studies. So I won't commit myself to anything, but if I get other ideas like this one I'll be sure to post it!
  6. This seems to kinda work... [size="2"]void BulgePatch() {[/size] [size="2"] Patch& patch = selection::algorithm::getLastSelectedPatch();[/size] [size="2"] UndoableCommand cmd("BulgePatch"); patch.undoSave(); int maxValue = 16; for (PatchControlIter i = patch.begin(); i != patch.end(); i++) { PatchControl& control = *i; int randomNumber = int(maxValue * (float(std::rand()) / float(RAND_MAX))); control.m_vertex.set(control.m_vertex.x(), control.m_vertex.y(), control.m_vertex.z() + randomNumber); } patch.controlPointsChanged(); }[/size] GlobalEventManager().addCommand("BulgePatch", FreeCaller<patch::BulgePatch>()); at least for a single, horisontal, flat patch. I did not need to add cstdlib, but maybe that's because I've put it in the patchmanip.cpp. Here is an example of what can be done with just one click: http://i91.photobucket.com/albums/k289/Jes...20Mod/Patch.jpg
  7. That worked wonders! Thanks greebo. But: The vertex is surposed to move a random amount of units up. For that I'm using: srand(time(0));<BR>randomNumber = (rand()%maxValue) + 1;</FONT> And I can't get rand() to generate a true random number. At best it creates a number close to the previous one.
  8. Ok, so I downloaded Visual C++ and the source. I had an idea to make a method that travells though the array of vertices in the selected pathes, and move each of them, but I can't seem to find any method for cycling though vertices. Is there such one?
  9. From what I can see there are many similarities between C++ and C#. So yes I would be interested in something like that.
  10. It sure does. But what about the 3 zeros in "( patchWidth pathHeight 0 0 0 )"? I'm using C# as it is the only programming language I have any experience in.
  11. I'm working on a small program that can make random terrain, like this: http://i91.photobucket.com/albums/k289/Jes...15-02-23-40.jpg http://i91.photobucket.com/albums/k289/Jes...15-03-02-05.jpg http://i91.photobucket.com/albums/k289/Jes...15-02-16-12.jpg To do so, I looked at some map files to see how patches are represented in the map/pfb files. This is an example of a prefab with one patch in it: I've figured out what most of it means, but not the numbers in red. I've tried changing the numbers to other numbers, but it seems to do nothing (or I'm not looking hard enough). Any help would be... helpful. Jesps
  12. This black box error happened to me some places where I turned an entity into worldspawn.
  13. When I build my Thief 2 mission, I found motivation from time to time, by opening some of the old saves to see how much the mission had actually improved over time.
  14. greebo: Giving the scroll a trigger response worked rather well. Thanks Komag: I tried something similar to that, but never got it to work. Also would that not 'close' the scroll if the player turns away from it? (like a normal stationary scroll)
  15. Hi. I've been trying to make a scroll, that activates something when the player pickes it up. The target property seems to do nothing however. Also, is it possible to make the player start reading the scroll as soon as he/she pickes it up? Thanks in advance. Jesps
  16. Guess I'll just have to live with the missing shades then. SneaksieDave: The image maga is referring to is one I put on Photobucket, but never posted. He must have just browsed my page and found it. Fidcal: Yes the player can get in and out of the well. But if he shoots a rope arrow into the wood from below the rope usualy gets stuck in the wall as this picture shows: http://i91.photobucket.com/albums/k289/Jes...22-24-18-35.jpg The wall is made of patches, maybe that is the problem.
  17. A little update: I have extended the castle with some indoor areas. This is the place our thief needs to rob, and find some information. Following Fidcal's excellent tutorial, I have added readables, visportals, a food elevator, and even begun adding objectives. Some shots from inside the castle: http://i91.photobucket.com/albums/k289/Jes...18-41-13-95.jpg http://i91.photobucket.com/albums/k289/Jes...18-41-33-86.jpg http://i91.photobucket.com/albums/k289/Jes...18-41-42-72.jpg http://i91.photobucket.com/albums/k289/Jes...18-44-19-12.jpg http://i91.photobucket.com/albums/k289/Jes...18-45-00-91.jpg http://i91.photobucket.com/albums/k289/Jes...18-45-08-93.jpg http://i91.photobucket.com/albums/k289/Jes...18-45-48-30.jpg http://i91.photobucket.com/albums/k289/Jes...18-46-48-19.jpg http://i91.photobucket.com/albums/k289/Jes...18-47-05-22.jpg http://i91.photobucket.com/albums/k289/Jes...18-48-15-34.jpg http://i91.photobucket.com/albums/k289/Jes...18-49-28-60.jpg http://i91.photobucket.com/albums/k289/Jes...18-50-04-85.jpg http://i91.photobucket.com/albums/k289/Jes...18-51-31-54.jpg http://i91.photobucket.com/albums/k289/Jes...18-53-44-16.jpg Having tried DarkRadiant I have to say it's quite easy to use (easier than DromEd anyway), though I still need to learn most of the tools. However there are a few things that have been bothering me: Selecting textures: In the 3d view, and in the media browser I can select the textures with the middle mouse button. But in the texture browser I have not found a way to select them. Middle mouse button does nothing, and left mouse button hilights it, but it wont let me paint it on surfaces. Shader not found: Many objects and textures when I browse shows up with a "shader not found" as this picture shows: http://i91.photobucket.com/albums/k289/Jes...%20Mod/tap1.jpg The "tap1" is shown with a texture in game. Have I forgotten to unpack something? Thanks in advance Jesps
  18. I just thought it was an object error or something, but moving the texture a bit fixed it. The player can swim in the water, but the ai just seem to fall to the bottom where they walk around until running out of air.
  19. That's a really nice program, thanks! These are some shots taken with Fraps: http://i91.photobucket.com/albums/k289/Jes...06-08-04-33.jpg http://i91.photobucket.com/albums/k289/Jes...06-08-22-11.jpg http://i91.photobucket.com/albums/k289/Jes...06-07-47-98.jpg http://i91.photobucket.com/albums/k289/Jes...06-03-59-96.jpg
  20. Thanks for the replies. As for light, I have one ambient light covering the entire map. So I guess the ambient light level should be equal map-vide. I did. Really improved some areas: http://i91.photobucket.com/albums/k289/Jes...d/shot00013.jpg I also retextured the bridge: http://i91.photobucket.com/albums/k289/Jes...d/shot00014.jpg and added a few details here and there: http://i91.photobucket.com/albums/k289/Jes...d/shot00015.jpg I've also added some sound-effects. I the game, the light level is a bit higher than the screenshots. So to compensate for that, I increased the gamma with Paint Shop Pro, and I think that is why the dark areas look a bit muddy (for these 3 shots I have not tampered with the gamma). Edit: Oh, and yes it is a human leg on the fire No, I dont. It's not a 'real' mission, more like a "playing around with DarkRadiant to see what it's like"-map
  21. Here are a few screens of a small map I have been building on. It's not much, just a few rooms and buildings mostly to try out DarkRadiant. Anyway, the screens: outside in a small courtyard: http://i91.photobucket.com/albums/k289/Jes...d/shot00008.jpg in the kitchen: http://i91.photobucket.com/albums/k289/Jes...d/shot00007.jpg stairs: http://i91.photobucket.com/albums/k289/Jes...d/shot00006.jpg a study/bedroom: http://i91.photobucket.com/albums/k289/Jes...d/shot00011.jpg http://i91.photobucket.com/albums/k289/Jes...d/shot00010.jpg http://i91.photobucket.com/albums/k289/Jes...d/shot00012.jpg another bedroom: http://i91.photobucket.com/albums/k289/Jes...d/shot00009.jpg a living room: http://i91.photobucket.com/albums/k289/Jes...d/shot00005.jpg outside in the street: http://i91.photobucket.com/albums/k289/Jes...d/shot00004.jpg http://i91.photobucket.com/albums/k289/Jes...d/shot00003.jpg http://i91.photobucket.com/albums/k289/Jes...d/shot00001.jpg http://i91.photobucket.com/albums/k289/Jes...d/shot00002.jpg Any constructive criticism is more than welcome. Jesps
  22. Thank you! That worked perfectly.
  23. Hi. First I would like to say that Dark Mod looks like a very good mod, and I really enjoyed Thiefs' Den. After finishing it I have been experimenting a bit with DarkRadiant using the contents from Thiefs' Den. When I learned what patches are, I wanted to create a curved ceiling in a small hallway using a patch. So I created an "End cap", inverted it and then used "Cap Selection" to make an "Inverted Endcap". The texture on this Inverted Endcap then gets messed up like this picture shows: http://i91.photobucket.com/albums/k289/Jes...tchProblem2.jpg Not sure what I'm doing wrong, but I cannot get that texture to look right no matter what I do. Thanks in advance. Jesps
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