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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,

JackF.

 

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 :)


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#7306 ERH+

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Posted 23 April 2017 - 03:35 PM

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

 

random_words_adjective
{
  editor_displayFolder  erh_sounds

sound/voices/adjective_abandoned.ogg
sound/voices/adjective_ancient.ogg
sound/voices/adjective_angry.ogg
sound/voices/adjective_arctic.ogg
sound/voices/adjective_ascending.ogg
sound/voices/adjective_beautiful.ogg
sound/voices/adjective_black.ogg
sound/voices/adjective_blind.ogg
sound/voices/adjective_blue.ogg
sound/voices/adjective_bogus.ogg
sound/voices/adjective_brave.ogg
sound/voices/adjective_broken.ogg
sound/voices/adjective_bronze.ogg
sound/voices/adjective_burning.ogg

(...)

}

 

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


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#7307 grayman

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Posted 23 April 2017 - 07:41 PM

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



#7308 grayman

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Posted 23 April 2017 - 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.)



#7309 ERH+

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Posted 25 April 2017 - 02:01 AM

Yup it plays only beginning of list (a-e):
 

Spoiler

 
and full list is way longer:

 

Spoiler

 

Spoiler

Spoiler

 

edit: if there is a pattern it is 32 mark I guess.


Edited by ERH+, 25 April 2017 - 04:29 AM.

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#7310 teh_saccade

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Posted 26 April 2017 - 09:57 AM

Installed any new players, codecs or device drivers / win-updates lately, ERH+..?

Otherwise smells of internal [logic] error / corrupt stop-leak, perhaps fixed by "have you tried turning it off and on again", deinstall-reinstall or re-making any custom .ogg files that perhaps might not be within parameters for sequence.

 

Is there a limit for allocation of memory on the playing of sounds? Are they cached entirely at mission start..?
If so, perhaps there lies an issue with size (or bitrate) of certain files being played..?

This would require a test in order to determine which is a problem - tediously removing one-by-one until it is found...

I would start by ensuring that heartbeat_echo is not still playing when it is called to start once again, next check adjective_dark, since this is usual cut-off before moving onto the >e.

Loop suggests 36 would be mark, but 32 suggests mem?

Add all .ogg to player and see if they all play - simpler to reinstall/recreate all pertinent files.

Hopefully it is as simple as recheck (CRC) or overwrite of [standard].ogg and related shaders rather than have to check individuals.

 

Could be many things. Clean slate might fix.


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#7311 Judith

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Posted 28 April 2017 - 04:39 PM

Is it possible to change the way brushes are selected in ortho view? By default, you select a brush when you click inside it in the orthographic view. Is it possible to change that behavior to e.g. brush edges only?



#7312 Spooks

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Posted 29 April 2017 - 05:44 AM

Not that I know of, maybe somebody else would know, but from my experience selecting by edges and vertices is an exercise in frustration anyway. You've got to be pretty much pixel perfect and zooming in won't increase line thickness, it's just vectors.


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#7313 NeonsStyle

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Posted 29 April 2017 - 05:55 AM

Curious about player rewards. Obviously you don't want massses of loot, but should there be something

in every room? I'd heard before that it is better to have less than more. So I'm curious of others views. 


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#7314 Judith

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Posted 29 April 2017 - 05:56 AM

Not that I know of, maybe somebody else would know, but from my experience selecting by edges and vertices is an exercise in frustration anyway. You've got to be pretty much pixel perfect and zooming in won't increase line thickness, it's just vectors.

 

Actually no, that's how it works in most editors: ortho views don't detect brush sides/faces, so you can only do that in 3d view. This is helpful because it prevents you from accidental selecting and moving your brushes. And the wire frame has a certain radius around the edges, you don't have to click it precisely, at least that's how it worked in Unreal engines. With all the shift-clicking system, which I thought was designed to prevent accidental movement of your stuff on the map, this solution always seemed like undermining the whole effort. Good thing entities and meshes have first priority in the ortho view though.


Edited by Judith, 29 April 2017 - 05:56 AM.


#7315 Destined

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Posted 29 April 2017 - 08:49 AM

Curious about player rewards. Obviously you don't want massses of loot, but should there be something

in every room? I'd heard before that it is better to have less than more. So I'm curious of others views. 

As quite often, it depends on taste. A lot of small items makes it more difficult to get 100% loot, which can be very annoying for perfectionists, while having only few more valuable items might be considered not difficult enough by some (especially if they are quite obvious). There was also a thread some time ago, where this topic was discussed (among other requirements/restrictions) that you might find interesting.


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#7316 NeonsStyle

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Posted 29 April 2017 - 09:01 AM

Thanks Destined


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#7317 Judith

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Posted 29 April 2017 - 09:24 AM

IMO it's a balance between believable story (who put it here and why?), and players wanting to be rewarded for looking under every rock and searching every dead end. Thief reboot had us steal tons of cutlery and scissors. It's more like being kleptomaniac. I prefer less loot, but with backstory. I'd rather have 3 pieces of special loot, TDS style, over tons of forks, knives and scissors.



#7318 Destined

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Posted 29 April 2017 - 10:38 AM

Quick question: I have built a city section with Springheel's modules and want to put worldspawn brushes on their back, so I get a sealing geometry. However, I am not sure, if it is better for performance to have one block of worldspawn or to draw each side of the block seperately?



#7319 Springheel

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Posted 29 April 2017 - 10:52 AM

I think if you use caulk the difference is negligible, since caulk isn't affected by shadows. 



#7320 Destined

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Posted 29 April 2017 - 11:38 AM

Yes, I wanted to use caulk, as this is, as far as I know, the least demanding texture and the player should not see it anyway. Thanks!



#7321 teh_saccade

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Posted 30 April 2017 - 08:52 AM

Is it possible to change the way brushes are selected in ortho view? By default, you select a brush when you click inside it in the orthographic view. Is it possible to change that behavior to e.g. brush edges only?

 

Judith, since I end up converting a lot of brushes to mesh/patches to give them a little bend or dent here and there, or patch in a replacement brick or plaster job on brickwork (I don't like everything to be entirely straight, since medieval architecture is not entirely straight, especially judging by my kitchen floor which has a 12 degree slant to it, which makes the window look very wonky and me very drunk when cooking - can't eat in there off table, gravy and soup are a nightmare...) - selecting edges doesn't really apply, but it's the same principle as having to select vertices to touch and align.

Sometimes it is easier to select these things in camera view and then use the ortho grid as a reference in order to snap to the right place or know at least that you've sealed the gap.

Guess DR needs to know which brush to reference in order to know which thing to select the V/E/F, which is logical...

Maybe it is because tuning in the ortho-view is like using CAD from the 90s' and is a little fiddly at times that I prefer this way, spoiled by modern software...

// Also - Destined - my levels usually end enclosed inside a massive caulk box, rather than several smaller sections dotted here and there.
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Edited by teh_saccade, 30 April 2017 - 08:53 AM.

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#7322 Judith

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Posted 30 April 2017 - 09:36 AM

I love the "my drunk kitchen" remark, that's the only proper way to go :D

 

That said, the way of selecting wire-frame I'm talking about is exactly how you do it in modeling software, it's been in 3dsmax since I know it. I think Unreal engine had it right from the start too. In DR, I often use 3d view, mouselook and WASD keys, it's very fast and efficient. The ortho view in DR also has this thing, where it won't allow you to select a mesh if its faces are away from the camera, just like in 3d view.


Edited by Judith, 30 April 2017 - 09:36 AM.


#7323 teh_saccade

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Posted 30 April 2017 - 11:02 AM

Yeah that thing with the mesh appearing invisible if it is "backwards" in the camera view can be disconcerting - especially if it is not added to a group to keep tabs on it...
I wish that it would at least retain some appearance (eg, outline) from the "outside" other than having to scour the grid-view or fly around with the camera to make sure it's there and not accidentally control+z'd or backspaced or whatever...

That would be a good feature request.

 

I am only familiar with:
http://docs.cryengin...Vertex Snapping , which is mostly visual, as you can see, and has an interface that is very similar to "companion software" such as bitmap2material, etc... Most assets (such as character and behaviour/script) are not my in my line - this is why DR is proving to be fun, it combines stuff known with stuff that idk jack and have to figure out like a puzzle when needing to find the right piece to fit.

RAGE and Anvil[next] I think have no public documentation, although I have not been involved in anything other than QC for this stuff...
Maya and other autodesk for Unity (although usually handed assets to place rather than construct - tailoring only) have visual interface that I prefer to use. Shame they kinda suck...

Only dabbled with the now somewhat obsolete UE3 for RO2 levels:
https://docs.unreale...rtedLevels.html
(really ought to get onto UE4 since that is the thing now...)

Most of the 3D modelling work I have done has been using Zbrush, as I find this method far easier since it is like intuitive, tactile sculpture with clay and it's possible even to add bones and animate (which is nice), and can look better when the model is run through something like b2m to create maps and then messed with in photoshop and illustrator to be animated in after-effects for a cool looking video, exported in premiere.

I like DR very much, it gets easier to use every time, but there's no way I'd remap the camera controls to WSAD's as S is used very often for crticical surface inspector:)

Reckon perhaps stuff like 3DSmax, which sits there doing nothing except occasional import of something for v-ray post production render in PS or cut-out 3D / lenticular 3d image, would be useful to learn more about at some point, but... time... effort... not enough coffee in the world...

Will leave that for people such as yourself :P

(as for the drunk kitchen - save a lot of money on not getting bladdered by just walking from one room to the other - the building is from 17c... there is a beam in one of my neighbour's houses that is even older and another that was apparently replaced with some salvage from a ship from the Crimean war which was in mid 1800's (brought back with the Russian cannon that sits down the street). Across the square is a manor next to the castle that was built around the same time - it was completed around 1066-1085... which is probably the last time the public toilets were cleaned. Although the local archaeologist says that it's not the earliest example of that type of castle, as he thinks he's found ruins of one in a nearby place - but it does contain one of, if not the earliest templar chapels to be discovered in England... Only the places that have suffered from fire or other damage or have rich or commerical ownership have been "straightened out".

 

I was helping a mate clear out his new basement as he wants to make it into his living room - was an old servant's washroom when the block/mews used to be a coaching inn and manor, years ago before being chopped up into the houses and flats and shops now - and the water pipe was leaking right over his electric meter... someone had put a piece of wood to divert the drips, which led to a blocked-up, disfunctional toilet that was made from cast iron and dated 1800something, made local, that must have been freezing in winter - typical of this place, bloody taffs and drovers. Can't make this shit up, but it's good inspiration for Thief levels :P)

 

// Anyway - here's how my levels end up looking at the end.

 

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Edited by teh_saccade, 30 April 2017 - 11:03 AM.

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#7324 Judith

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Posted 30 April 2017 - 12:06 PM

A some point, I was determined to learn 3dsmax just "by doing", but frankly it's almost impossible. It's a powerhouse, you can really make anything with it, from low-poly models to Pixar movies. But hardly anything is intuitive here, you really need to know what you're doing, in most cases. So I took classes on 3dsmax architectural rendering at local Academy of Fine Arts. Then bought a few courses on modeling and texturing workflow for video games, it was around UE3 era. There's no way in hell you can get e.g. how Mental Ray works just by fiddling with options.

 

Also, that place you live in, it's definitely something else! It reminds me I should visit my friends in Ireland and Scotland, I haven't been to Dublin or Edinburgh for quite some time now.


Edited by Judith, 30 April 2017 - 12:19 PM.


#7325 Destined

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Posted 30 April 2017 - 02:11 PM

// Also - Destined - my levels usually end enclosed inside a massive caulk box, rather than several smaller sections dotted here and there.
Achievement unlocked: Zero light-leaks :P

Well, from what I have heard, city missions are real b*tches when it comes to visportaling. And since Springheel's modules are not sealing, the whole map would have to be rendered all the time as it is now. Right now, without any detailing, only a couple of lights and no AIs it is fine, but in the end I don't think that the frame rate would be very appealing (if it would be possible to play at all).





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