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#376 NeonsStyle

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Posted 17 March 2017 - 11:21 AM

You don't need an animation to make a rope swing. Just make a func_rotate and bind the rope to it.

 

Ahh that's great idea thanks Springheel


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#377 NeonsStyle

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Posted 20 March 2017 - 11:18 AM

I have a problem with a sleeping guard. He just will not sleep in his bed. I have 3 other AI

sleeping no problem with the same technique (monster clip step + path_sleep), but he just

will not sleep in his own bed, but rather almost in another bed. 

 

Here's two images showing the problem. He's supposed to sleep in the bed on the right. At

first I thought it must be a clipping issue (monster clip), but I removed them all and still had

the problem. I've tried everything to get it to work. It used to work, but then one day he 

just started doing this for no reason. Here's the images:

 

neons1.jpg neons2.jpg

 

If you've a clue, let me know

 

Thanks

 

Neon


Edited by Bikerdude, 20 March 2017 - 02:31 PM.
corrected the image issue by attaching them to the post.

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#378 Springheel

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Posted 22 March 2017 - 10:37 AM

There are two sleeping animations, one for beds on the left and one for beds on the right.  I forget the syntax for switching from one to the other but someone will know.

 

edit:  here:

If you want the AI to start from the left side of the bed (as you look towards the head of the bed) then add:

lay_down_left 0 (note this goes on the AI if the AI is using sleeping 1 BUT on the path_sleep if you are using a path_sleep)


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#379 NeonsStyle

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Posted 22 March 2017 - 11:47 PM

There are two sleeping animations, one for beds on the left and one for beds on the right.  I forget the syntax for switching from one to the other but someone will know.

 

edit:  here:

If you want the AI to start from the left side of the bed (as you look towards the head of the bed) then add:

lay_down_left 0 (note this goes on the AI if the AI is using sleeping 1 BUT on the path_sleep if you are using a path_sleep)

 

Thanks Springheel. That sorted the position.


Edited by NeonsStyle, 23 March 2017 - 04:11 AM.

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#380 NeonsStyle

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Posted 21 April 2018 - 10:33 PM

Heyo,

 

I was wondering if someone could explain what's causing this problem. This is a light fog, same colour as green water green_thick_murk. Underwater it

works fine, by making it very murky, however from the surface it looks like this. The idea is to make it so you can't see the bottom and any brush work that

goes to the bottom is also only seem part way down. However you can see those poles all the way to the bottom.

 

I've tried all the light fogs three around the selected one are what I need, The first two in the list, just make it glow lime green, and the rest in the light fog list

are not relevant. 

 

Does anyone know how to fix this?

 

https://drive.google...iew?usp=sharing

 

https://drive.google...iew?usp=sharing

 

Pain in the butt that you can't include images anymore, everywhere uses these stupid links that don't link to the exact file. 


Edited by NeonsStyle, 22 April 2018 - 06:35 AM.

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#381 Anderson

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Posted 22 April 2018 - 03:03 AM

Image doesn't work. 


 "I really perceive that vanity about which most men merely prate — the vanity of the human or temporal life. I live continually in a reverie of the future. I have no faith in human perfectibility. I think that human exertion will have no appreciable effect upon humanity. Man is now only more active — not more happy — nor more wise, than he was 6000 years ago. The result will never vary — and to suppose that it will, is to suppose that the foregone man has lived in vain — that the foregone time is but the rudiment of the future — that the myriads who have perished have not been upon equal footing with ourselves — nor are we with our posterity. I cannot agree to lose sight of man the individual, in man the mass."...

 

 

- 2 July 1844 letter to James Russell Lowell from Edgar Allan Poe.

 


#382 Bikerdude

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Posted 22 April 2018 - 04:34 AM

Image doesn't work. 

That because - https://medium.com/@...re-4a244bda6b7e



#383 NeonsStyle

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Posted 22 April 2018 - 10:29 PM

I fixed the image, could someone take a look and tell me what's going on with it please?


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#384 Bikerdude

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Posted 23 April 2018 - 03:38 AM

I fixed the image, could someone take a look and tell me what's going on with it please?

Drop me a a link here or via PM fella.



#385 NeonsStyle

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Posted 25 April 2018 - 07:16 AM

Done


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#386 Amadeus

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Posted 25 April 2018 - 08:22 AM

Done

 

What was the solution to this? Seems slightly relevant to what I'm working on



#387 NeonsStyle

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Posted 03 January 2019 - 09:03 AM

 

What was the solution to this? Seems slightly relevant to what I'm working on

 

Long time ago, but if it's still an issue, I'd show it to Bikerdude. He fixed it, and the fix is a bit complicated. I'm still not sure how he did it. Though the colour

is still very wrong. It's blue when it should be green even though it uses the green_thick_murk. Puzzled by that still. 

 

Question: On my Venice map, there is an icon of Venice which is a must include, as it's visible just about everywhere. It's the tower on the Piazzo St Marco as seen

below. It's too big to put in the map itself, so I figured I'd use the skybox and make a small scale one, however every time I do, it's still too big. The current size of it

is 10 x 10 x 64 and it's still massive in the distant sky. Is there a way to get this the right size without having to rebuild it over and over? I've done that now 3 times,

and each time wastes a lot of time. 

 

campanile.jpg
 

Neon


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#388 Dragofer

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Posted 03 January 2019 - 10:10 AM

You can export it as a model, then use DarkRadiant's model scaler (button under translate, rotate, resize, clipper) to rescale. The old way was to use rotation spawnargs (rotation 0.8 0 0 0 0.8 0 0 0 0.8 would reduce to 80% in all 3 axis) but they mess up the collisionmesh and shadowmesh so you'd have to use noclipmodel 1 and noshadows 1 on anything that can be touched or cast a light upon.
 
Regarding some of your other questions from recent times:
- Arcturus' grass test map with the castle and lake contains lions with LOD stages. They are already in the mod now, though in a different form as I remember.
- Wrecker's Reach from the unfinished official campaign contains a good harbour and piers setup. This is what I've adapted in part for my merchant ship asset. However I couldn't find the download link again for the campaign, so maybe someone else can help with that?

Edit: post #117 in http://forums.thedar...ed-works/page-5 for the campaign.

Edited by Dragofer, 03 January 2019 - 10:12 AM.

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#389 Judith

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Posted 03 January 2019 - 10:32 AM

Is there a way to get this the right size without having to rebuild it over and over?

 

The portal sky scale is 1:16. You can also just insert a simple box there, and keep resizing it until basic dimensions look right. Then use them to make a model.


Edited by Judith, 03 January 2019 - 10:33 AM.

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#390 VanishedOne

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Posted 03 January 2019 - 03:17 PM

There's a "scale" spawnarg for info_portalsky if something other than 16 is desired. (I haven't actually tried it, though.)


Edited by VanishedOne, 03 January 2019 - 03:18 PM.

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Some things I'm repeatedly thinking about...

- louder scream when you're dying


#391 NeonsStyle

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Posted 03 January 2019 - 09:01 PM

Thanks guys. Model scale worked great and it's so easy now, it misaligned the textures a bit, so I'll see how it goes

in game if it's noticeable. . :D Thanks for the extra info Dragofer. Will look into it. :)


Edited by NeonsStyle, 03 January 2019 - 09:36 PM.

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#392 NeonsStyle

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Posted 07 January 2019 - 09:27 AM

So I'm attempting to reduce the DC's for my current mission cause they are currently too high. My map is currently two halves

joined by a corridor. They used to be separated, but I joined them. Now I want to separate them again, and have the 

player (unknowingly) walk through an invisible portal to move between map sections. I know this can be done, as Dragofer

did it in Down by the Riverside. 

 

So I need to know, exactly how to do it? Obviously there will be a lead in and lead out corridor, but  don't know how to use the portal, 

or even where to find it. 


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#393 Judith

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Posted 07 January 2019 - 09:48 AM

IMO just use a trigger brush and teleport entity. But, that corridor would have to be narrow enough, so the teleportation isn't obvious to the player. I think it might be easier to check other alternatives first, like using LODs or hide distance spawnarg for models. You can also use func_portal entity to control the distance at which the visportal opens and closes, it gives you much more control over visportals than just putting them in the scene.


Edited by Judith, 07 January 2019 - 09:48 AM.


#394 Dragofer

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Posted 07 January 2019 - 10:21 AM

In Down by the Riverside I just had a corridor that was bending enough to prevent a line of sight between the two major areas, but since then I did make a teleportation setup that I posted to Newbie DarkRadiant Questions, which also picks up any moveables that might've been left in the corridor.

 

I'd only use that kind of teleportation if there's no way around it, though. In my case I've made that script because I want to build my ship mission's interior separately from the confinement of the exterior, but still give the illusion that they're seamlessly connected. The player musn't be able to see or hear any AIs from within the teleportation corridor, however.

 

It's indeed easier to find a mapping solution and use perf tricks like Judith suggests. Either way you'd end up making a corridor, whether it's a teleportation zone or just a way of breaking line of sight. Could you make something like a city gate with a small side passage beside it?


Edited by Dragofer, 07 January 2019 - 10:23 AM.


#395 NeonsStyle

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Posted 07 January 2019 - 10:10 PM

In Down by the Riverside I just had a corridor that was bending enough to prevent a line of sight between the two major areas, but since then I did make a teleportation setup that I posted to Newbie DarkRadiant Questions, which also picks up any moveables that might've been left in the corridor.

 

I'd only use that kind of teleportation if there's no way around it, though. In my case I've made that script because I want to build my ship mission's interior separately from the confinement of the exterior, but still give the illusion that they're seamlessly connected. The player musn't be able to see or hear any AIs from within the teleportation corridor, however.

 

It's indeed easier to find a mapping solution and use perf tricks like Judith suggests. Either way you'd end up making a corridor, whether it's a teleportation zone or just a way of breaking line of sight. Could you make something like a city gate with a small side passage beside it?

 

Thanks for the reply. At the moment I don't foresee any moveables, but that might change. I'm still building, and havn't even got into gameplay yet, or decided too much

on how the player is going to move other than generally speaking. I think I'll try your last idea, and see if that helps, otherwise I'll do the convert facades to models and

LOD them. If that doesn't work, I'll try the portal idea with your gate idea. Venice is rife with little corridors like that, so it would fit in well. What you're saying with that is

you'd end up with 3 map regions. Map A portals to Corridor which portals to Map B with lead in and out on Map A & B Yes?


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#396 NeonsStyle

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Posted 08 January 2019 - 11:29 PM

Is it possible in TDM to carry the player in a boat and have it both move and rock/pitch like a boat? I know you can do all those

things individually, but not sure if you can mix them all together. I'm thinking this corridor idea could be on a Gondola, but the

boat movement would have to be convincing for it to be of any use. It's because Epifire is making a beautiful Gondola for me,

and I'd really like to use it in that way, other than just a static model. 


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#397 Obsttorte

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Posted 09 January 2019 - 02:47 AM

Short answer: yes. :)


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#398 NeonsStyle

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Posted 09 January 2019 - 10:12 AM

How is this done Obsttorte? I know how to use those movers, but not how to mix them. 


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#399 VanishedOne

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Posted 09 January 2019 - 12:36 PM

A spline mover might be able to do it in one: like in http://wiki.thedarkm...Camera_Movement but moving a model instead of a camera (see the func_mover_amodel entity class). Edit: although then it would lack bobbing behaviour when stationary.


Edited by VanishedOne, 09 January 2019 - 12:38 PM.

Some things I'm repeatedly thinking about...

- louder scream when you're dying


#400 Dragofer

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Posted 09 January 2019 - 03:38 PM

I've got such a boat which is bound to a func_pendulum for side-to-side swaying, that func_pendulum is bound to another func_pendulum for forward-backward swaying, and that second func_pendulum is bound to a splinemover that can be scripted to follow a spline curve. A cutscene camera bound to the boat is active, with a script running to update its position every frame. (The camera automatically immobilises the player and gives the option to skip the cutscene with the escape key). See grayman's camera cutscene tutorial for how to setup all of this.

 

In this context, though, I think it'd be a more wholesome solution to build your map in such a way that there are small alley sections connecting your big areas, which is the norm in city missions, rather than working with teleportation scripts and player-usable boats.





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