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Farsead

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Everything posted by Farsead

  1. Thank you! I had missed the shoulder function. I tried grabbing different parts, but they always got stuck. It wasn't as intuitive as dragging someone IRL, so to speak, but I'm sure that with practice I will get better at it.
  2. This mission seems very promising. But in the first corridor, the guards always get stuck after I've blackjacked them. Does this have something to do with the level design, the engine or just me having very bad luck?
  3. Thanks man. I gotta get some sleep now, but I'll try that out tomorrow.
  4. Which if I'm not mistaken does not say anything about creating from scratch, with similarities (sometimes strong) to the original map. :-)
  5. If you like, that would be great. :-P I understand some of the objectives editing, but not how to do this particular thing (yet). Also, is there any way to make a regular item lootable? I've got a knife that I want the player to pick up (as evidence that goes along with the city watch body).
  6. I've been thinking about this too. Of course, a straight-out copy may be copyright infringement. But, taking for example Angelwatch, and changing parts of it (both shapes and textures) so that it's tailored to some rich noble or mage, rather than the (of course non-existant) mechanists, shouldn't that be pretty much okay? That includes changing the name to Skywatch or something.
  7. Nice. A dead city watch ragdoll fits nicely into this first map I'm making (largely based on tutorial map). I'm thinking of having it as an object to get him to a certain area for mission to complete, but maybe I should wait for such stuff until the objectives editor is finished? By the way. The "thug" I created in this tutorial has a large black cube instead of a head. Is it a genetic defect, or do I have to do something more than just create the NPC? I followed the tutorial instructions...
  8. Can't find anything in the wiki about this. How to create an AI that is dead at start of the mission?
  9. http://img4.imageshack.us/my.php?image=40217704.jpg The first one is the door swinging overlapping the wall. (Swing-direction is shown through red arrow). Second one the door overlapping the frame, also the one to the next. Third one, is the frame being half as thick as the door and therefore not being overlapped.
  10. Yes, but then the frame gets overlapped too. Or, I can make it half as thick as the door, so that it isn't in the way of the door swinging, but this of course causes a little recess.
  11. Seems like a good way to do it. Thanks for drawing. Although, if the open door does not have a parallell wall so close, and the wall that the door is set into is thicker than the door, then either the overlapping is easy to spot, or the frame needs to be placed a bit into the wall-surface (creating an odd niche). That's kind of the problem I have. But I think I'll just make little "corridors", like yours, for the time being.
  12. Okay, thanks. I think I'll do a search through the wikis next time I have a newb question that's probably already covered.
  13. Is there any way to make it so that doors don't overlap the wall on the hinge-side, when they open? I'm referring now to the small area that the door doesn't overlap when closed. It seems as if one must make that part of the wall half as thin as the door, to prevent it from happening. Something that looks strange since this makes the door stand out. in an unnatural fashion. If I'm being unclear or confusing please tell me, and I'll try to illustrate with some screenshots.
  14. Thank you. :-) EDIT: Should have posted this in newbie thread instead, sry.
  15. Is there any way to make light sources more natural, in the manner that they cast a sphere of light? In some situations, a cube-shaped light seems strange.
  16. I understand. Now it works flawlessly. EDIT: Maybe should add it to the tutorial, since it isn't apparent, for a person with no background in level-making, that the pointfile is renewed after dmapping. I didn't think "pointfile" in "File" was a switch, but that it itself checked for leaks. Just a thought.
  17. I did not dmap and then reload it. I just reloaded it, without dmapping in between.
  18. Thanks, that did it. I never thought to look there either, as I thought that the red pointer showed the exact path of the leak. Thanks for your patience.
  19. Telepathy, I was just doing it when I read your message. :-) Note that I am using Saint Lucia-folder and not Thief's Den or Darkmod for resources. http://www.box.net/shared/4e1id6ks0q
  20. Changing the brushes entirely to another texture didn't solve it, I'm afraid. :-/
  21. Indeed, I changed the grid size around. That must have been the problem. Although, now I made a room entirely within 8 grid setting, and precisely according to the tutorial. But there is still a leak. http://img4.imageshack.us/my.php?image=leak1.jpg http://img4.imageshack.us/my.php?image=leak2.jpg I also snapped the surfaces to the grid, just to be sure, but the pointfile is still there. EDIT: Also retextured every brush, but that didn't solve it. And using "caulk" didn't show anything hidden. Just a plain color background and the word "caulk".
  22. Clumsily, I deleted the room to make a brand new one instead and see if it worked. I quicksaved though, and don't have any backup of the previous room. The "leak" problem occurred when I moved each individual part of the old room from a position that was too far away from the small room. But now when I've constructed a by-the-book room in the right place, there is still a leak. Screenshot asap.
  23. Thanks, will try what you said. The texture is blocks_mixed_multicolour. One other thing. I did the "curtain thing" with the wall where the door is, so that if I hide the door then I can see right through into the other room, in the camera view and grid view. But when I load the map and open the door, the wall is still there, but I can walk right through it. Any idea what that can be?
  24. Sorry, that nodraw, clip and decal textures thing I don't understand. Having just finished 1/3 of the tutorial. How do I change them to caulk?
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