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Everything posted by Darkness_Falls

  1. Ahh, thank you! I remember that now. He may have even stated that earlier in the video. I watched it in full earlier in the week and forgot that little nugget of knowledge when I went to do some stuff last night I think a short video is good this week. I might be the only one(?), but it'll let me play catch up a bit
  2. I can't seem to select a panel like you can in Lesson 4 @ 18:40. I've tried all of the above. SHIFT + LMB selects the whole prefab (all of the walls that make up the prefab)' and the other two don't do anything (nothing / nothing). I've also tried drag-selecting and get the same results (whole prefab / nothing / nothing). Advice? Also tried using the camera view (instead of the orthographic views) using the same selection methods, with no luck.
  3. I found it quite difficult to see brushes in the default XY / YZ views of DarkRadiant after de-selecting them because their lines are black, as are the gridlines of the viewport. So, I customized my colors. I then noticed you had customized yours, too, Springheel; and I liked yours better, so I stole your idea to use light gray background, with white major grid lines. If anyone else would like to customize their viewport colors, go to: "View > Colours... > DarkRadiant Default" and change Grid Minor, Grid Major, and Grid Background. Look at Springheel's videos for reference, if you want what looks to be a good color combination or a nice starting point. Not being able to see my brushes in the 3rd lesson added to the complexity of me trying to re-select brushes or see brushes. Sorry if this was already stated somewhere and I missed it. If not already stated, I recommend adding a text note somewhere in a past video -- might be especially useful in Lesson 4, and partly useful in Lesson 3; or mentioning in an upcoming video if that's not possible. I'm only part-way into viewing the 5th lesson. I'm still having to flesh out my room from Lesson 4, which I'm going to start now and continue over the weekend. Hopefully I can catch up. PS: This is the 2nd time I've almost lost what I typed because the forum lets you compose a reply without being logged in. Then, when you hit "Post" it tells you to login... but if you login there, it won't retain and auto-post what you typed; rather, it kicks you out to the main forum page. Fortunately, I've been able to hit the Back arrow of my browser after getting the login prompt, and CTRL+C copying my text so I can then paste it in a new post after I'm logged in. I just wish the reply box wasn't visible until after you've logged in, so you're not tempted to type a reply that might get lost upon getting prompted to log in.
  4. Making my way through watching Lesson 4. About 3/4 through. A couple bits of feedback so far, if you ever update the vid: 15:30 - When you say, "If it's the floor" ... I would add a caption saying "of a room you might be making above" (if that's what you mean). I know it sounds basic, but when I first started watching a few days ago, I don't know that I caught on to what you were meaning there. Maybe I did, but I seem to remember not being sure. When re-watching that part today, I figured it out.28:50 - Did you hit a hotkey or press a button to center it with the wall piece? Or were you just manually aligning?
  5. Maybe hit ESC key (escape), then SHIFT+LMB (or possibly SHIFT+ALT+LMB?) on the item you want to select? Not positive
  6. For me, I'm afraid to say that a competition would not be a motivating factor at all. I plan to do what was recommended at the start of this workshop: keep things small and manageable; and for me, probably even simple or simplistic. (I'll only increase complexity if I have time and the will to do so.) If it became a competition, it might turn some people away because they'd feel their efforts aren't good enough or don't measure up to some awesome standard. Some will have more time than others to work on their maps, too, which could further alienate those who don't have as much time to dedicate. I think the workshop aims to simply teach us how to make maps and I just fear a competition could be detrimental and counter-productive to that goal. That's just my personal sense, though. If it becomes a competition, I know that I'm not changing anything I plan to do EDIT: Thank you, Destined! Good advice. You're probably correct in that the non-shaded object was probably the initial brush I created, since I think SH said to just leave it in. At some point, it's okay to delete, right? Because I did and the map worked
  7. Awesome. If you go back to update this vid, then, I'd definitely recommend adding a red arrow that points to the "Doom 3" drop-down menu, to help prompt us to select TDM. With the audio out-of-sync, it became markedly more difficult to follow, but not impossible. If you sync the audio up, it'll help a lot when others view this tutorial in the future. A few more notes about my experience with this part of the series. Take it for what it's worth, or feel free to further enhance the video or address in future vids, as you see fit: When I made the brush and clicked back and forth between "Hollow" and "Room" (like you did in the vid) to try and see the difference, the brush seemed to disappear.. so I hit 'Undo' a few times to get back to the Hollow one, but the brush was now black outline instead of red (a de-selected state). So, I gave up on that and moved on (didn't know how to re-select it)I accidentally made my first brush (the hollow brush) too small/tight relative to the room; the floor (or room?, can't remember which) went lower than the brush's top boundary. Unfortunately, I couldn't figure out how to re-select the entire brush and make it bigger. SHIFT+LMB'ing kept only selecting individual pieces of the brush (couldn't get it all), and selection attempts sometimes grabbed the room, too. So I gave that up. And I also couldn't select just the room and make it smaller as an alternative (didn't know how). I ended up just drawing a new brush bigger than the old one.I have a habit of saving often in programs, so I did so early in this tutorial and continued to do so a couple more times while advancing. Because it's easy for newcomers to back themselves into a corner and not know how to get out of it, I recommend encouraging a save earlier in this video, like after a step or two is complete; and continued saves and periodic iterative saves (e.g., _v001, _v002) through the process... or whatever you want to say about it. It helped me once or twice, because when I screwed up, I just re-loaded to what I felt was a good save.How often does DarkRadiant crash? I never had an issue, but this can help us know how often to save. (I see DR has an auto-save feature. A quick blurb about its use and reliability at some point, even if Ep. 4 or beyond, would be cool.)I had a leak when I did a "dmap firstmap" my first time. Since the audio was out-of-sync in this Ep. 3 vid, I continued to do a "map firstmap" in console rather than exiting and going back to DR. As you might guess, my map didn't load. So, I went back to DR and did a pointfile and my ceiling appeared to be gone for some reason. It may have been gone before doing the pointfile command, but not sure. (My AI entity may have been gone, too, but I can't say for sure, since I know there is a filter for that.) Any thoughts on why my ceiling disappeared? Was it because I did a "map firstmap" after the console told me about the leak, when I should have instead exited? I just made a new ceiling and called it good, so I could see my craftsmanship in-game I'm not sure what this item is without a shader or when it got in my map (see screenshot), but it was in my map most of the time while authoring. I thought it was my light, but learned it wasn't. I think it caused errors when I tried to run my map, so I deleted it.
  8. My engine is pointing to the right path, I'm pretty sure. Have tried a few different methods in that box, too (e.g., forward slashes vs. backslashes in file paths). I will keep tinkering and post a screenshot soon if I can't get it. I wonder if it's because my folder has a hard space in it ("Dark Mod") instead of "darkmod"... or because my path is in the Program Files folder. When I installed Dark Mod a while back, I seem to recall installation recommendations to not put it in Program Files(?), or something like that. Hopefully neither of these things are coming back to haunt me EDIT: I'm dumb. I didn't change the "Select a Game" field to "The Dark Mod 2.0 (Standalone)". All is well... prefabs work now! I just didn't notice before that you changed the drop-down selection in the video. PS: In case others aren't sure how to make a "YZ SIde" view in DR since there doesn't seem to be a menu selection for it, I'm pretty sure I had an 'XY Top' window already in existence in my work area and then selected "View > New XY view" from the top menu of DR and it auto-created the YZ Side view. PPS: At 18:00 of Part 3 vid, you say to click to select the floor and ceiling. I can't select anything, though. Will keep trying and researching until I figure it out. Please post answer if anyone knows the answer to this, though. Update: Got it! SHIFT + ALT + LMB. From the A-Z guide: When I encounter problems in the future, I'll try to research a bit more on my own going forward so I don't clutter the thread; but I was hoping to help others avoid or solve issues if they come across the same -- and come to solutions quicker, I suppose. Maybe my experiences will help you see how 'rookie' some of us are, though If you're remotely in doubt on if we know something already, go ahead and point it out anyways (in my opinion). And some things may be helpful to repeat once or twice, even if mentioned before or if it exists in the Wiki/A-Z guide. So far, I'm diggin' this video and the training, and can't wait to dive into the player's view of this prefab map. (*DF goes back to watching the rest of the video...*) FYI - The audio gets out of sync with the video by several seconds starting at about 25:40
  9. I had this same issue, but, fortunately, saw what was going on and manually created a "prefabs" folder, then dragged/dropped all the prefab-related folders from the '..\Dark Mod\' top-level folder to the newly created '..\Dark Mod\prefabs\' folder (like what SH said). Just adding a bit more detail in case anyone has troubles in the future. Springheel, the prefabs.zip file doesn't have a "prefabs" top-level folder in it, so it doesn't auto-create it. The models.zip file worked like a charm because it does have a top-level "models" folder in it. See screenshot showing both .ZIP files when they initially open in WinRAR. As you see, prefabs.zip doesn't have a "prefabs" folder; and contrast that with the models.zip. (That's my experience, anyways) Image in spoiler tags: Also, I saw you have a 'shapes' folder in your prefabs folder, SH, which isn't in the download. Did you mean to exclude that, or is it okay that we don't have it? Thanks! Just going through the video now and following along; sorry for the delay. Been a hectic week. Will post more if I have any questions as I continue to watch the vid. EDIT 1: After making the first brush (because Dark Mod likes it on a new map), do you Undo that action so it disappears, Delete it, or? (i.e., what is proper the way to remove it, since your map had a clean slate) EDIT 2: My prefabs have a blue generic texture on them that says, "Shader not found"; unlike yours which show actual wood textures and such. Something I can fix? (I'm not sure if this would cause the issue, but I did have to enter a custom path to see the prefabs, even though I'm pretty sure I have everything where you said they should be. The custom path I entered is: "C:\Program Files (x86)\Dark Mod\prefabs". Otherwise, if I use the "Browse mod resources" selection like you it doesn't show me the prefabs). See right-side of screenshot: Images in spoiler tags:
  10. SH, will there be a week (or the majority of a week) dedicated to sketching out/designing rooms and regions in much more detail, or is that something we should need to start now? (Sorry if I'm jumping ahead, but just wanted to make sure. I know there's no penalty for getting ahead, and will try to at times, but I don't want to swamp myself if that design-work is scheduled to happen the same week as getting a bunch of things into DarkRadiant, for instance. By me asking, it's also a way for me to gauge how much I should take the videos at face value. For now, I plan to take them at face value and just go along the journey they take me on, at the pace they dictate; and if I don't do any extra-curricular work or don't think outside the box, I will be fine.) They're rickety stairs, as indicated; what do you expect them to look like?? ;-) hehe PS: Good start to things, DoubleOhZero!
  11. Nice. Visleafs of goodness. Will keep them in mind when designing. In the interim, can you define what a "brush" is? You say a visleaf is created by brushes and visportals, but I'm not quite sure what a brush is. I will Wiki and/or Google it, but thought it might be good for you to offer your definition in this thread here. I think I kind've know, but want to be sure... Thanks!
  12. I was thinking of having a greenhouse next to my mansion, out back. Is that a bad idea for this stage of my DarkRadiant career? Like an oversized shed, but with glass walls, more or less, of course. Player will likely be able to get on top of its roof as a way of getting inside mansion in an unlocked window, or balconey, etc. Probably just need an assortment of potted plants and flowers, tools, bags of seeds/dirt (or the semblance/illusion of)... maybe some bright focused lighting like in a dimly lit museum.
  13. I think I've completed this phase of the workshop, except for downloading Dark Radiant. Will do that soon. I was thinking of making four regions: mansion, courtyard, town, and sewer. But the sewer will be very basic... maybe just a single tunnel with a small room or two as points-of-interest. I'm okay with keeping the courtyard and town pretty basic, too. For my courtyard, I'm thinking along the lines of the perimeter lawn areas in Thief 2: Running Interference. But depending on how things go, I wouldn't mind adding a fountain, some hedges, a few trees, and a statue or two; unless they'd be too complicated to implement at this time. I'm okay with keeping everything pretty basic, since I don't want to overdo it, like you say. Note: I want to become fairly proficient someday at making other things, like crypts. Do you have a guess as to how behind-the-curve on crypts I might become for not choosing them as one of my regions for this workshop? Or if I chose crypts instead of towns, how behind-the-curve would I get on towns? Just curious, to help me weigh the pros and cons of choosing the regions I have.
  14. Love the video. Great start to things, thanks! Will be jotting some things down over the upcoming days to get some map/mission ideas on paper
  15. I would also like to be able to export animations from a more current version of Maya, say 2014, and export to md5mesh... as I'd like to try and animate some fairly simple things for The Dark Mod. Is Maya 7 free to download at this point, since that came out years ago? I think I could use that animate in and export to md5mesh. (Not sure how good its animation tools are, though :-/)
  16. Renaming would be helpful, but it'd still need an official designation of some sort, imo. Whether it be a TDM icon/logo next to the official ones, or a "TDM" official designator before or after the titles (e.g., "TDM Mission 1: A New Job", or "Mission 1: A New Job (TDM Official)", with "(TDM Official)" being in a much smaller font), etc. Or, as you might prefer, "1: A New Job (TDM Official)" or with a TDM icon/logo in lieu of words
  17. As for the introductory mission thing, that's legit, though, right? Thedarkmod.com's update says, "Many of these new assets are showcased in a new introductory mission for TDM that is included in the update. This mission is the first of a three mission story which serves as our official introduction to TDM’s gameplay and setting." I'm just trying to find out how to play the new mission... isn't intuitive to find. Maybe I have to uninstall my currently loaded game (Down By The Riverside) and it'll pop up on the main menu. UPDATE: Nope, did that and don't see it. The "Training Mission" entry I have on my main menu talks about how it coincides with the v1.08 release, so I'm assuming that's not it. Oh well, I'll find it sometime... just need to do more Google and/or forum searches UPDATE #2: Found this thread. All is well... http://forums.thedarkmod.com/topic/18647-tdm-205-official-introductory-missions/
  18. Nice work, Goldwell and Nocturne I'm curious what the "2009" date represents? Is that when it was first released to the general public, or? The wording is a little vague in the video, kind've misleading to me. I thought it was referring to when work actually first began on the mod. And production began back in about the 2004 timeframe; so, when I first heard the 2009 date I was thinking to myself, "Hmm, that doesn't sound quite right..." -- and had to look up the original start year.. Maybe my interpretation of hearing the 2009 info is different than a casual non-team member observer would interpret it since I was involved for a while early on. Here's the quote from the video: Probably no need to update this video... but if a future video were to come out down the line, I might suggest clarifying a tad bit more on what that 2009 date represents Really is just a matter of adding/changing a simple word or two
  19. Thanks for making the mission, grayman! Some quick post-completion notes...
  20. I haven't seen yet any note saying Mod DB 'Mod of the Year' voting began, so figured I'd mention. Sorry if it was posted before (just delete this thread, if it was). I assume The Dark Mod still qualifies as a mod, even though it's standalone, right? I mean, a mod is a mod, even if a game was modded so much the mod became standalone, right? Vote for whatever mod you like most, but for convenience here is a link to TDM on ModDB.com: The Dark Mod I think they're in the first round of voting, to narrow things down to a Top 100.
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