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NeonsStyle

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So grayman said my about my AI issues "Since you have no entity in your map named "world", dmap thinks everything's outside. Your AI are outside, so no AAS is generated, so nobody moves."

 

So how do I add an entity named "world"? I tried adding one, but I'm guessing he's talking about a specific one. Doesn't really make sense to me.

 

He also said to delete one thing named somethin, and it turns out every single brush/model everyhing is named that thing (waterstable2) and all have the

same origin. This makes no sense. I said this to him, but I guess he's busy, or out or something, and I'd really like to sort it so I can get back to

mapping. Anyone have a clue what he means, and why all brushes etc on my map have the same name and origin, and if I add a new brush with

a new name, all brushes take on that name. Even if I deleted the original brush named waterstable2, it doesn't fix it. Help!

 

Neon

I have an eclectic YouTube channel making videos on a variety of games. Come and have look here:

https://www.youtube.com/c/NeonsStyleHD

 

Dark Mod Missions: Briarwood Manor - available here or in game

http://forums.thedarkmod.com/topic/18980-fan-mission-briarwood-manor-by-neonsstyle-first-mission-6082017-update-16/

 

 

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You had to delete by mistake classname spawnarg from one of brushes - so this thing become unspecified, so it become all things simultaneously. Best solution if you do this mistake is to hit undo button, but if you saved map you must select brush and give it spawnarg "classname" : "worldspawn".

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Did he really say "delete one thing named somethin"? Cause yes that's really confusing.

 

No, it's not.

 

He named the worldspawn entity "waterstable2" and you're not supposed to rename it from the default "world". Dmap don't like that.

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So grayman said my about my AI issues "Since you have no entity in your map named "world", dmap thinks everything's outside. Your AI are outside, so no AAS is generated, so nobody moves."

 

So how do I add an entity named "world"? I tried adding one, but I'm guessing he's talking about a specific one. Doesn't really make sense to me.

 

He also said to delete one thing named somethin, and it turns out every single brush/model everyhing is named that thing (waterstable2) and all have the

same origin. This makes no sense. I said this to him, but I guess he's busy, or out or something, and I'd really like to sort it so I can get back to

mapping. Anyone have a clue what he means, and why all brushes etc on my map have the same name and origin, and if I add a new brush with

a new name, all brushes take on that name. Even if I deleted the original brush named waterstable2, it doesn't fix it. Help!

 

Neon

 

He was asleep. It's all explained in the PM.

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Thanks to grayman, it's all fixed. Just deleted the spawargs for the name n origin. Thanks heaps grayman, ur a legend. :)

 

However that doesn't explain why this happens? How does a brush get added spawnargs, and how does it effect every other brush?

I have an eclectic YouTube channel making videos on a variety of games. Come and have look here:

https://www.youtube.com/c/NeonsStyleHD

 

Dark Mod Missions: Briarwood Manor - available here or in game

http://forums.thedarkmod.com/topic/18980-fan-mission-briarwood-manor-by-neonsstyle-first-mission-6082017-update-16/

 

 

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However that doesn't explain why this happens? How does a brush get added spawnargs, and how does it effect every other brush?

 

Your map is made up of a collection of entities.

 

Entity #0 (named "world") is reserved, and it contains all the worldspawn brushes that divide the inside from the outside (aka the "void"). AI and all other entities from #1 on live on the inside. These brushes also define the "rooms" that you create when you build houses, tunnels, sewers, etc.

 

In general, "world" shouldn't be given any extra spawnargs, or have its default spawnargs (including its "name") changed.

 

There are exceptions to this rule, however. You can use "world" spawnargs to trigger certain events to occur before the player drops into a map, but this is quite rare.

 

When you create a new brush or patch, it gets added to the "world" entity. Thus the "world" entity grows larger and larger as you develop your map.

 

If you subsequently make a single "world" brush or patch (or a collection of "world" brushes and patches) a func_static, or add it to an existing func_static, it's removed from the "world" entity and added to the new entity.

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That last part is helpful to know. If you want architecture doing things, ie, change their entity type, select them and click Convert to Func Stat. Then change the type. It's good to change a lot of nonsealing brushes like borders and decorative stuff to func_stats anyway. Just keep all the func_stat in one leaf if possible. World-spawn brushes' main job is sealing portal leafs.

What do you see when you turn out the light? I can't tell you but I know that it's mine.

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Ahhhh I see. Thanks grayman, that explains things.

 

Demogogue. Back when I was mapping in Q3, internal and decorative stuff, was always made detail, is that not the case now? However if I make a door entity,

then change it to a func_stats woudln't that stop it being a door? Maybe I'm confusing func_stats with func_statics. What exactly does func_stats do?

 

I also have one issue with a coal door (bikerdude made it for me long time ago). It's only about 2 thick, and when I visportal it inside the door, the entire door,

and surrounds disappear when the door is closed. If I put the visportal outside the door but touching worldspawn, then the door and surrounds remain visible, but

I'm guessing that makes the visportal open. Yes? I made the visportal 1 wide to fit in the door.

I have an eclectic YouTube channel making videos on a variety of games. Come and have look here:

https://www.youtube.com/c/NeonsStyleHD

 

Dark Mod Missions: Briarwood Manor - available here or in game

http://forums.thedarkmod.com/topic/18980-fan-mission-briarwood-manor-by-neonsstyle-first-mission-6082017-update-16/

 

 

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I am pretty sure func_stat is just short for func_static. And you are correct: if you turn a door into a func_static it won't be a door anymore. Demagogue was just referring to worldspawn entities in that matter.

 

Regarding the door: I am not sure what is going on/wrong, but when you want to check if a visportal is working correctly, you can use the console command "r_showPortals 1". With that all functioning visportals are shown as red (closed) or green (open) squares. If you have put a visportal somewhere, but it does not appear at all, the visportal is not sealing. Maybe this helps at least a bit...

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If a closed door touches a visportal by default it closes the visportal. In most cases the door covers the entire visportal space so you don't see the black. You can turn off the effect or resize the door/portal space.

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What do you see when you turn out the light? I can't tell you but I know that it's mine.

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When folks talk about a "visportal touching a door", it means the brush face that's painted with the visportal texture has to touch the door. The other five faces of the brush are meaningless. Mappers typically run the visportal face through the center of a door, which means most times the rest of the brush hangs outside the door.

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I am pretty sure func_stat is just short for func_static. And you are correct: if you turn a door into a func_static it won't be a door anymore. Demagogue was just referring to worldspawn entities in that matter.

 

Regarding the door: I am not sure what is going on/wrong, but when you want to check if a visportal is working correctly, you can use the console command "r_showPortals 1". With that all functioning visportals are shown as red (closed) or green (open) squares. If you have put a visportal somewhere, but it does not appear at all, the visportal is not sealing. Maybe this helps at least a bit...

Thankyou, that helps heaps. :D

I have an eclectic YouTube channel making videos on a variety of games. Come and have look here:

https://www.youtube.com/c/NeonsStyleHD

 

Dark Mod Missions: Briarwood Manor - available here or in game

http://forums.thedarkmod.com/topic/18980-fan-mission-briarwood-manor-by-neonsstyle-first-mission-6082017-update-16/

 

 

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Question: I want to place a sound to play when the player enters a room. It's sobbing, and the voice the new female says when

she is fleeing. How do I do that? I thought a speaker entity, then I thought hang on, it must be in conversation, but it's a sound...

and there I gave up guessing lol.

 

Neon

I have an eclectic YouTube channel making videos on a variety of games. Come and have look here:

https://www.youtube.com/c/NeonsStyleHD

 

Dark Mod Missions: Briarwood Manor - available here or in game

http://forums.thedarkmod.com/topic/18980-fan-mission-briarwood-manor-by-neonsstyle-first-mission-6082017-update-16/

 

 

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Question: I want to place a sound to play when the player enters a room. It's sobbing, and the voice the new female says when

she is fleeing. How do I do that? I thought a speaker entity, then I thought hang on, it must be in conversation, but it's a sound...

and there I gave up guessing lol.

 

Neon

 

You could trigger a speaker by having the player walk through a trigger brush when he enters the room, or--if he has to open a door--trigger the speaker by targeting it from the door itself, either when the door starts to open ("trigger_on_open") or once it's completely open ("trigger_when_opened").

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You could trigger a speaker by having the player walk through a trigger brush when he enters the room, or--if he has to open a door--trigger the speaker by targeting it from the door itself, either when the door starts to open ("trigger_on_open") or once it's completely open ("trigger_when_opened").

 

Thanks that's great. Now I know how to add sounds. Except I can't seem to find a sobbing sound. Is there one?

Edited by NeonsStyle

I have an eclectic YouTube channel making videos on a variety of games. Come and have look here:

https://www.youtube.com/c/NeonsStyleHD

 

Dark Mod Missions: Briarwood Manor - available here or in game

http://forums.thedarkmod.com/topic/18980-fan-mission-briarwood-manor-by-neonsstyle-first-mission-6082017-update-16/

 

 

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I want to use a few keys in my fm, and they are all setup, but when you pick them up, there's no key icon, instead there's a

square black/white image with the name of the key. How do I add a skin? I thought if I used inv_icon and named the key

type in the skins, it'd work, but it doesn't.

 

Also, what is the difference, between something being made Func_Stat and something being made Detail?

 

Also, I'm looking for a forest skybox. Is there one?

I have an eclectic YouTube channel making videos on a variety of games. Come and have look here:

https://www.youtube.com/c/NeonsStyleHD

 

Dark Mod Missions: Briarwood Manor - available here or in game

http://forums.thedarkmod.com/topic/18980-fan-mission-briarwood-manor-by-neonsstyle-first-mission-6082017-update-16/

 

 

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I have a forest sound I want to use for the outside of my maps, It's converted to .ogg, but how do I add it to the map?

Edited by NeonsStyle

I have an eclectic YouTube channel making videos on a variety of games. Come and have look here:

https://www.youtube.com/c/NeonsStyleHD

 

Dark Mod Missions: Briarwood Manor - available here or in game

http://forums.thedarkmod.com/topic/18980-fan-mission-briarwood-manor-by-neonsstyle-first-mission-6082017-update-16/

 

 

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Check the skybox I made for Alberics curse...

 

Thanks Bikerdude, That works

Edited by NeonsStyle

I have an eclectic YouTube channel making videos on a variety of games. Come and have look here:

https://www.youtube.com/c/NeonsStyleHD

 

Dark Mod Missions: Briarwood Manor - available here or in game

http://forums.thedarkmod.com/topic/18980-fan-mission-briarwood-manor-by-neonsstyle-first-mission-6082017-update-16/

 

 

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Few questions

 

1, I didn't know that a lot of detail and most brushwork should be made func_static (I made all the detail stuff 'detail' as that's what was done back in Q3 days. So is there

an easier way to make it all func_static than doing it all manually? I have about 3% of the brushwork as worldspawn. If detall is the same as func_static it's

easy. Is it? If not is there an easier way to make it all func_static?

 

2. Also, is there a way to stop the player from taking something from a locked box/chest? Sometimes you can do this, and I wonder if it's

a bug or something?

 

3. How do you make flowers (ie from the media/darkmod/nature/foliage? I tried using brushes & patches, thinking the background would be be

alpha channel, but not so. So seems there's a trick to it. How do you do it?

 

You guys are awesome, so helpful :)

 

Thanks

 

Neon

Edited by NeonsStyle

I have an eclectic YouTube channel making videos on a variety of games. Come and have look here:

https://www.youtube.com/c/NeonsStyleHD

 

Dark Mod Missions: Briarwood Manor - available here or in game

http://forums.thedarkmod.com/topic/18980-fan-mission-briarwood-manor-by-neonsstyle-first-mission-6082017-update-16/

 

 

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About getting .oggs ingame, I've answered that in the Outdoor forest areas thread. For the remaining questions:

 

1. I don't think the word 'detail' has any special meaning in DR. Best just distinguish between worldspawn sealing brushwork, and func_static brushes & patches.

 

When I need to mass-designate brushes and patches as func_static I start with hiding everything else so I get a clear view: activate the filters for brushes & patches, then hide the whole map, then deactivate the filters for brushes & patches. Now you see only brushes & patches: from here you could filter out all entities so that you only see which of those are still worldspawn.

 

2. You need clip brushes with the classname (something)froblock to prevent the player from frobbing what's inside when the chest is closed. I'd suggest to always use the prefab chests because they're already set up for everything.

 

3. I'd use the flower models, there are some great flower/weed bushes to be had. For ivy, patches are good. Now, if the textures in the media don't seem to have alpha, maybe right-click -> 'show shader definition' to see whether they mention an alphatest?

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I have a major issue. I've had this before. This time I don't know what brush is causing the issue. Multiple entities named World

 

So when I select the second world entity, it selects the whole map. It was fine last night, then I tried to add an unfrobable clip on a chest

as suggested by Dragofer, then tried to dmap it to test it n now it has multiple worlds. I deleted the clipped brush, but the issue

is still there. I think what caused it was I added a spawnarg to a worldspawn clip brush (DOH), and deleting it left me with this.

 

If anyone who knows how to fix this, could take a look at the map I'd be wrapped. Lesson, don't map when you've not had enough sleep.

 

Neon

Edited by NeonsStyle

I have an eclectic YouTube channel making videos on a variety of games. Come and have look here:

https://www.youtube.com/c/NeonsStyleHD

 

Dark Mod Missions: Briarwood Manor - available here or in game

http://forums.thedarkmod.com/topic/18980-fan-mission-briarwood-manor-by-neonsstyle-first-mission-6082017-update-16/

 

 

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Was the spawnarg you changed 'classname'? Might be possible to solve that by changing it back to worldspawn.

 

If the problem persists, as I remember it one way to solve that kind of problem is to copy your whole map and paste it into a new map file. Make sure no filters are activated. Might want to draw one brush inside the new map file first before pasting in your map.

 

For making froblock clip brushes, I'd just delete any chests that don't have it and replace them with the prefab chests. It's worlds easier.

Edited by Dragofer
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