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Darkness_Falls

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Everything posted by Darkness_Falls

  1. Awesome. It finally happened. I typed a reply in the box, but when I clicked "Post" it told me I wasn't logged in and completely erased my post. Back arrow didn't let me recover my text. So, I still wish the reply box didn't display unless you're logged in So, here's an abbreviated/less-friendly-sounding version of what I tried to post: Thanks for the replies. Here's the other screenshot; sorry for the delay... though, I realize it may not help at all. My PC has been crashing hard the past while, and last week or two have been particularly brutal, where I can't keep it in the Windows OS environment for longer than 2-5 minutes unless I'm super lucky. Makes it hard to map when I come home after work and spend 30 minutes watching my computer crash over and over in hopes of it eventually working, but I often just give up. So, if I'm unsuccessful at figuring out the leak issue, I'll send you my map for expert diagnosis, but try not to judge my lack of map buildout too much.
  2. I really dislike the sealing process. I still feel a bit like I'm throwing darts at a dartboard when trying to figure out why rooms leak. Redoing the brushes multiple times just trying to get something to stick doesn't seem right. I have a feeling I still just don't understand the 'rules' of sealing yet. The purpose of them is to prevent leaks from going out into the gray ether, right? As you see in these screenshots, I have a brush box (a sealing box) completely surrounding this room, yet it leaks. I even have a moat/buffer between the room and the sealing brushes of at least a couple feet so I can clearly see/know that there are no leaks into the gray ether. Are you not supposed to have any gaps between the main room and the sealing brushes or something? EDIT: Will try to upload my 2nd screenshot I wanted to show you shortly. It's saying my file size is too big, and I have to step away for a few first.
  3. I just linked to this thread from your thread at ttlg.com, so a few more might try to grab these files soon; so please keep them both up a bit longer, if possible. The link that was posted at ttlg.com before required some decrypt key of some sort, so the link didn't really work there to my knowledge Sorry to see you go, Bikerdude. Thanks for all your conributions!, and hopefully time will help heal any wounds
  4. I've gotten behind "implementation-wise", but am feeling pretty good about the teachings you've bestowed upon us, so I, thankfully, don't really feel lost yet. It's just a matter of putting in the man-hours necessary to build and flesh out rooms/areas, which will help to make me feel more and more adept. For more detail on my status, expand the spoiler:
  5. Pretty cool! You answered most of my questions that popped into my mind while you were talking (sound attenuation/falloff, random timing to looping sounds (+/-5 secs), sound triggers, etc.), so "Thanks" for being thorough... and it's awesome the toolset is so flexible!
  6. ^-- Holy cow! I was not expecting that, "Wait for itttt..." moment
  7. Does something in the above control how many cycles of splashes the water arrow releases upon impact (like, maybe "sr_type_1" field)? Seems like it is going through two cycles for me, I'd like it to be one...
  8. For particle editor, why does water arrow emit two bursts? If u set cycle to 0, it is endless, per wiki. If u set cycle to 1, u get two bursts. I just want one burst
  9. This is a quick tip I figured out and wanted to share, which may or may not have been mentioned in the vids. After activating the rotate ® tool, start rotating your object on a given axis, and then hold the SHIFT button down while rotating and it will snap the rotation in 5-degree increments. This helps you align stuff to square 0, 90, and 180 degree positions. But you must begin rotating before holding SHIFT.
  10. Yep! That _world thing was the 'issue', if we can call it that. Thanks! And that's good to know about sub-folder options. I'm going to dive into DR a bit later and will edit my post here if nobody else has posted and I have any other questions or updates at that time.
  11. I'm happy to report the issue is resolved on its own somehow. I guess turning the PC off and starting on a new day helped; perhaps I should have just tried quitting TDM entirely last night and re-launching to see if that would've fixed, if I didn't try that. If curious, when I load my _v14 map, where I have Inventory Names set for my Immovable objects, I get these errors... but today, I'm still able to read them in-game (unlike last night). See readableErr1.jpg When I load my _v15 map, where I deleted the Inventory Names, no errors regarding inventory stuff, but I still get an error regarding book GUI file. No worries, though, the map still loads and I can read the book just fine. Just wanted to mention. readableErr2.jpg Also, I noticed that for the rolled-up scroll, I can make more than one line of text in the "Title" area. I used this to my advantage by making a big, bold "T" in the beginning of my story there. I used it as the first letter to my story, and then positioned Body text (smaller font) after it. See readableEditor1.jpg On other readables, though (flat scroll, book), DR doesn't let me drop the big, bold T down; and I can't do the same effect. See readableEditor2.jpg.
  12. I edited the xdata name, but not sure how there could be a typo? Based on the video, it sounds like you have the flexibility to retain or delete the xdata path, whilst giving a new random name to replace the "<insert name>" field. (I.e., not much you could screw up on, imo.) Pretty sure I kept the default path and named them things like, "randomscroll". When I load DarkRad later, I will see what I put EDIT: Not sure why editing my post created two new ones. Feel free to delete the last two (the ones that don't have the "i.e." phrase), as I'm unable to from my phone.
  13. Thanks guys! No time to write much now and I'm not at my PC, but RE: readables, when player walks up to readable and tries to frob it, the scroll or book highlights only once and then you can't highlight it ever again; and you now also cannot frob any other items like candles, buttons, or loot anymore. I believe the error generates as soon as you frob highlight. The graphical overlay for the readable where you view the text of the readable also does not occur. You have to reload the map to get frobbing capability back for items. Maybe I missed a step in the readable creation
  14. Will have to get back to you on the light question; thanks! I wasn't able to turn an amethyst (loot object) into a button. It won't let me make it an entity. (I was able to use a brush as a switch like you did in video, though, of course.) Can you briefly summarize what objects can and can't be used as buttons? I also couldn't ungroup books in the prefab bookcase to use an individual book as a button; nor could I make a "book_red1.lwo" model I dropped become a button because, again, it won't let me make it an entity (the option is grayed out) EDIT: Yeah, regarding the light, I was trying to use with a model (models/darkmod/lights/extinguishable/wall_gaslight03.lwo). Adding an underscore seemed to be the trick!... but it gets very bright/saturated and changes the color to whiter...so I will disband that idea for now. No worries, I will wait for the future when I'm more skilled and ready for such tweaks. For now, let's not worry about the light intensity/color thing. The radius adjustment is good enough for me. EDIT 2: None of my readables work I've tried one rolled up scroll, one flat scroll, and a two-page book. I get an error in console. "Couldn't add entity to inventory of player". I made them static (not movable) and have tried both giving them an inventory name, and not giving them that name.
  15. Cool video, is just what I wanted to see right about now Oh, I was trying to change the "set color on flame" value for the gaslight entities yesterday, but that doesn't seem to do anything. I've done some tests, and I don't sense any changes in light intensity no matter if I specify "0 0 0" or "500 500 500", or several tested values in-between. For what it's worth, it doesn't change the color, either -- but I'm thinking it's not supposed to... despite its name.
  16. Once I get more caught-up with the map building process and have time to experiment, I will look into this more. I wish to see Dark Radiant's editor, but I have more experience with Maya dynamics, so was just thinking it'd be neat to try to make some stuff
  17. Thanks Destined. I knew what you were meaning ... I was just speaking in terms of wanting to make my own particle effects someday. Springheel - You can make all sorts of dynamic particle effects with Maya, which you probably already know... but that's what I was referring to. When I looked through some of the libraries in DarkRadiant, I saw some particle dynamics. Like impact explosions, water arrow impacts (I assume), etc. I want to improve some or make my own someday, but I only know how to do so in Maya 2014+, or, rather, I don't have/can't get Maya 7. I figured we'd have a similar issue with me not being able to animate, where I don't have Maya 7 and so maybe I can't contribute any dynamics... but maybe cached or alembicized particle dynamics are more possible/compatible from Maya 2014+ ? I wrote to AutoDesk and they don't have Maya 7 available for download or purchase at all anymore.
  18. I would like to make some particle dynamics (at some point... I'm not in a hurry... not until I'm done with the workshop), but I probably need Maya 7 instead of a more recent Maya :.(
  19. They are gold, indeed! When all our maps are done, we should combine them all into one big map and connect them via hallways or staircases, or something Might feel a little like walking through Constantine's mansion, but might be interesting anyways, lol
  20. Success! With that vote of confidence in knowing it works, I deleted all the non-.map files, but it still didn't work. The solution for me was to delete all the non-.map files, exit out of the Dark Mod game entirely, re-launch TDM, dmap it and play. I had been ALT+TAB'bing between Dark Mod and Dark Radiant. I guess it doesn't like that sometimes? Thanks! Now I can get back to outfitting the room how I want. I wonder why the wall lamps don't cast light? Will look into that. Probably didn't pick those lights from the 'model lights movable' or 'static' folder in Entity area. Yeah, that's it. EDIT: Was able to get some good progress today. I need to add more decorative goodness and such, and then add more rooms, but am feeling a bit more comfortable with the basics, at least. Here's current state (expand spoiler for screenshots). I know there's a few gaps I need to close up or hide. I would like to dim the gas lamps, but I think because they are entities, I can't(?). And moonlight behind windows would be cool, but not sure yet if that's possible either
  21. My map doesn't have any leaks, but the screen is black when I try to play map; only the light gem shows. I have a lit fireplace in it, and put an extra light in the middle of room to test, but still black. Player start position seems fine to me. I can hear the ambient audio track I put in there. I can't pick a weapon. Attaching map... Thanks for taking a look! firstjob_v9.txt
  22. Brush problem solved! I just deleted the brushes, floor, ceiling, and sealing... and remade them. Got my room working! Continuing to add decorations...
  23. I mean look at this... at least three layers of defense against the evil pointfile, and the red line spears through like a hot knife through butter Re-watching appropriate parts of lessons now
  24. Thanks, your explanation worked for resizing that Entity window. Not used to using the bottom border of a text box to resize panels; and the line for it was so faint on my screen. No problem... now I know Yeah, the pointfile is the same place every time. Over by a window I put in-place of a prefab wall (models/darkmod/architecture/modules/interior_mansion01/mansion01_window02.lwo). It's okay, though... I'm sure it's user error and I just need to re-watch the brushes part. You probably explained things well, but my fairly limited time to work on this is coming to haunt me a little. TBH, brushes seem a little daunting in that you, SH, are precise with them like it's a balancing act; yet my instincts tell me, "Why don't we just wait until the map, or area, is fully built and then place a huge brush that encloses all?" (I assume it's a performance thing, but as a beginner, I'm not understanding why brushes have to be so close to room walls... or if brush thickness/width is a big deal ('hollowed' ones are defaulted to like 8 grid units wide or whatever, so what would happen if I accidentally made it 16 grid units wide?)... or when to intersect / when not to... or why can't the room floor, walls, and ceiling just act as the brushes (i.e., why is there a separate "sealing"?)... so their mysterious nature stresses me out a tad. I like knowing the exact rules so I can rest assured that I'm doing things correctly... but I don't know the main exact rules yet.) I know this will all come with time, but for now... on my fairly limited time... brushes are my main question mark during design, and the current roadblock to me experiencing the euphoria of seeing the fireplace, couch, and windows in my map, lol And now I have to leave for the day... to resume tomorrow. Another rookie question: is there a way to "Frame Selected" like in Maya? For example, you have a couch highlighted, and you want to frame the camera onto that object. In Maya, I would just hit "f". When I hit F in DarkRadiant, I have no clue what happens, but it might not be good (my model turns white), haha. I'll look at the hotkey list next time I dive in...
  25. How do I resize this area of the Entity window to be taller? I can't seem to find any way to expand it Also, I was having a problem with pointfile finding a leak. So I deleted my brushes and made a new one encompassing all; made it hollow. I versioned up with a save, and accidentally named it "firstjob_v66" instead of "firstjob_v6". So I re-saved it as "firstjob_v6". Then went back to the "Save As" dialogue box and right-clicked the "firstjob_v66" entry and deleted that file (as I would do in any other program). Now when I try to run a pointfile, I get an error where it can't open the ".lin" file. Not sure if my _v66 fiasco messed things up (a bug), or if it's something else. Will search the thread to see if I find the error in my ways. Loading my old "_v5" lets me pointfile again, but I wonder why _v6 got screwed... I don't understand how a big textured brush drawn around everything in your room, and giving it a 10-15 foot cushion/moat/buffer, could still generate a pointfile leak. Guess I will have to re-watch Lesson 3 and 4
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