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Newbie DarkRadiant Questions

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#7301 teh_saccade



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Posted 21 April 2017 - 07:59 AM

Thanks - might do the trick.


Just gotta figure out how to set a brush parameter to change dependant upon this...

Depending on what or how it reports, perhaps

$func_mover.rotate (wha, tev, er) might work.

No idea how to do that with the strobe - it's always been set through DR's interface in the past.

Might just press the fuckit button on this one.


I'm using comic sans from now on - idk you could change font.


// doesn't work... ;`( appears that movers require integers to operate and cannot be , eg variableName = value returned by get.tic.
// eh well, never mind. Thanks for showing me the thing anyhow, mate - I wouldn't have been able to do it with the strobe light, which is the important one, really.

Another one bites the dust.


Edited by teh_saccade, 21 April 2017 - 08:16 AM.

#7302 JackFarmer



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Posted 21 April 2017 - 01:09 PM

Hello all,


I have a newbie question as well and I hope you can help me.


To create water, Fidcals Tutorial recommends the following steps:


1. Drag out a brush

2. Give it the texture common/nodraw

3. Create Entity --> atdm:liquid_water

4. DEselect the water brush

5. Select top surface of water brush

6. Use texture water_source>water_clear


My problem starts after step #4: If I deselect the water brush, the entire water brush vanishes and can be restored only through the UNDO function. I have repeated this several times and it's always the same.


I have also tried simply copying the "water surface starter packs" from the Starterpack, but I receive the same result: as soon as I deselect the brush, it vanishes (although the top surface remains).


It would be great to get some help. Thank you very much.


Best regards,



P.S. I never thought that mapping would make so much fun. It may be (correction: it is) frustrating for a beginner, but received a few cool results: strange looking rooms (some of them with "integrated" rainfall), a dark sky showing a full moon and a crazy guard walking a strange way I ordered him to walk. Thanks a lot to all the guys out there who made this happen. 

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#7303 Xarg


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Posted 21 April 2017 - 01:14 PM

Check the filtering, you probably have entities or nodraw surfaces filtered which is why they are disappearing

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#7304 JackFarmer



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Posted 22 April 2017 - 04:01 AM

Hello Xarg,


You are right; that was the mistake. Problem fixed.


Thank you very much

#7305 NeonsStyle


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Posted 22 April 2017 - 11:10 AM

The murky water entity gives your GUI a slightly green tint, but does not decrease the visibility. In order to achieve that, you will have to use a fog light. See http://wiki.thedarkm...Swimmable_Water

Thanks Destined, that'll do it :)

#7306 ERH+


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Posted Yesterday, 03:35 PM

I've noticed that grouped sounds in .sndshd like this:


  editor_displayFolder  erh_sounds





are playing only about 30 first positions from list, rest never occurring - can I somehow force and extend it?


#7307 grayman


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Posted Yesterday, 07:41 PM

This is your own personal shader and set of ogg files?

#7308 grayman


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Posted Yesterday, 07:55 PM

You could try starting the mission and pulling down the console and typing


s_showStartSound 1


and the console will show every sound that gets started.


If a mission spams the console too much, try creating a simple mission with a single speaker and your shader, and fire it every second or so.


Then you can see what the engine is playing.


There are no limits to the number of sounds in a shader. (I.e. no cutoff at 30.)

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