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Help making tutorial map!


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#1 Deadlove

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Posted 08 December 2013 - 08:13 PM

Greets Taffs,

For the first part of TDM tutorial on the wiki...

I've got the room built and textured and added the player start and light source.

When I try to play the room in the game using the console I get an error that says that it cannot find the "tut1.proc" file?

I looked in the maps folder and there is no tut1.proc file, but there is the tut1.map and tut1.darkradiant.

Is there a step to make this file appear?
Did I miss something?

Also, I'm running off the orignal DOOM3 CDs, if I added the 1.31 patch to DOOM3 would that make any difference?

Thanks!

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#2 demagogue

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Posted 08 December 2013 - 08:36 PM

The proc file is created when you dmap. So it sounds like you haven't dmapped yet. You do that by typing "dmap path/mapname" in the console. Then you can run it.
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#3 lost_soul

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Posted 08 December 2013 - 10:50 PM

... and you don't need Doom 3 anymore. TDM 2.0 is standalone, and you can map without Doom 3 as well.

--- War does not decide who is right, war decides who is left.


#4 Deadlove

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Posted 09 December 2013 - 04:00 PM

Thanks!

For Lost Soul, or anyone else....since TDM is now standalone, should I just make the directory from DarkRadiant to access the assets point to the Dark Mod folder instead of the Dark Mod folder within DOOM3?

And that would work just fine and nix out DOOM3 from the entire equation?

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#5 SteveL

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Posted 09 December 2013 - 04:14 PM

That might work, but if I were you to avoid the possibility of later bugs I'd just take a few minutes to install TDM standalone and reinstall DR. I had to do it myself last week because some prefabs were crashing my map (the reinstall fixed it) and I can confirm it only takes a couple of minutes to reinstall DR. Make sure you put TDM into a folder called darkmod, and for your DR settings, Game is still Doom3, engine path should be the folder that contains your darkmod/ folder, and the Mod (fs_game) folder is just "darkmod".
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#6 Deadlove

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Posted 11 December 2013 - 04:41 PM

Okay, I got the first room built and I can walk around in it after loading the map using the console.

The light source is just appears to be a crystal (?) stuck to the ceiling and is not a boxed lamp, or whatnot. Is this normal?

If I wanted to turn the light source into an object from the world, how would I go about doing that?

Also do the torches, boxed lamps give off a certain predefined area of light, or is that customized by the map builder?

I maybe getting a head of myself, but this is very exciting!

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#7 SteveL

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Posted 12 December 2013 - 03:32 AM

Grats you got it working :-)

The light sources you place at the beginning of the tutorial are just temporary so you can see your map in game. Replacing them with proper lights happens a bit later.

But in brief, wall torches and the like are made up of three entities: a model for the torch, another for the flame, and then one of those crystal light entities to provide the light. Yes you can customize the light--select it and hit L.
You can place all three bits in one hit by choosing create entity > light and choosing a wall torch, but that means you have to use a more complicated method of tweaking the light because you only get the torch model to manipulate directly--the light crystal won't appear in your map till runtime, so the tutorial uses the manual method iirc. The entity lights are a quick shortcut where you won't need to tweak the result.

Edited by SteveL, 12 December 2013 - 03:34 AM.

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#8 Lux

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Posted 12 December 2013 - 06:18 AM

@Deadlove

Lots of questions covered here for reference: http://wiki.thedarkm...tegory:Tutorial

1st page here: http://wiki.thedarkm...uide_Start_Here!

Scroll down to, "Creating a light" and "Resizing a light".

4th page, scroll down to "Proper Lighting" explains how a Light Entity is placed by a model to create the effect of a model being lit.

5th page, "Fires and Fireplaces" is another good example.
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