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krrg

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krrg last won the day on May 19

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About krrg

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  1. Wow, the atmosphere in this was incredible! I did find a very minor modeling glitch in the back of the cathedral where the window model's pillar is...obviously "empty". And finally
  2. Just played this through: brilliant job! The mission was more extensive than what I presumed originally;
  3. Just getting back into TDM mapping again after a hiatus for several months, and I'm have a...total newb question about lighting and those lovely prebuilt light entities. What I'm hoping is that there is an easy way to increase the light radius on entity lights (like candles, desk lamps, gas lamps, etc. that are added as entities). My understanding is that these entities create the light source when the map is loaded...so I don't actually have a light to edit directly. I've tried modifying `light_radius` on the entity's properties with no success (as I sort of expected---my understanding is the entity is not the actual light). Is there a way to modify properties of the light that gets spawned, or do I need to add a model and light separately?
  4. After doing some more searching around, I finally came across a post in 2018 from Obsttorte that provides a few more details: http://forums.thedarkmod.com/topic/9082-newbie-darkradiant-questions/?p=418498 (bold added by me) I'm sort of reading between the lines here, but it sounds like the script referenced used to be distributed as part of the base pk4 file...probably on accident more than on purpose. At some point, the script must have been moved into the mission folder and taken out of the base distribution because it was never intended for general mapper consumption. All the same, after reading through the script, it seems like it would take only minimal modification to work for my case. Previous to the post I linked to, there is some discussion about making this a prefab. Now, I fully admit that I'm coming in completely new to this, but it seems like the only thing stopping this from being a prefab is the one line in `tdm_numberwheel_lock.script` that references the much talked about `closeBar`. Just a cursory glance over the rest of script, and the related `tdm_numberwheel.script`, and it seems like the script is localized (i.e., doesn't reference a hardcoded global name). I wasn't terribly thorough, so someone might correct me on that point. But after all this, I'm left debating whether the combination lock actually fits into my storyline, or whether a simpler key-based safe would suffice
  5. I'm trying to work out how to set up a combination lock, and I'm running into a bit of an odd problem when I try to load my map after placing a `combination_lock_small` in the world. ERROR:Script object 'numberwheel' not found on entity 'idMover_atdm:numberwheel_small_1574'.This is probably just me not understanding how this entity (the `combination_lock_small`) is supposed to work. I was hoping that the combination lock would automatically spawn the numberwheels at runtime, similarly to how a candle holder entity works, but it isn't clear whether that is the case. The error message certainly seems to suggest this, since there is suddenly an entity called "idMover_atdm:numberwheel_small_1574", but maybe there is something more I need to do to get this hooked up? (I don't know if this will help, but I've attached a picture of the entity window for the combination lock)
  6. I've spent the past couple months building my first FM ever (with much help from Springheel's tutorials)! The setting is a judge's well-appointed house.
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