Jump to content
The Dark Mod Forums

Newbie DarkRadiant Questions


demagogue

Recommended Posts

Doesn't the nodraw impede player movement? I wouldn't want that to happen.

Come the time of peril, did the ground gape, and did the dead rest unquiet 'gainst us. Our bands of iron and hammers of stone prevailed not, and some did doubt the Builder's plan. But the seals held strong, and the few did triumph, and the doubters were lain into the foundations of the new sanctum. -- Collected letters of the Smith-in-Exile, Civitas Approved

Link to comment
Share on other sites

I'll have to check and see, as I don't remember now, but I'm pretty sure I made a small dummy object that you can def_attach to a spider to make them hang. The behaviour is still a bit buggy (The spider's bounding box stretches all the way to the ground, so players can't walk underneath. Looks decent at a distance though.

 

You can also set off the animation with a trigger.

Link to comment
Share on other sites

That's wrong. Spiders, being arachnidae, are not bugs. ;)

 

If the setup is still buggy, I'll probably skip this for the time; plus it looks a bit too complex for me at the moment.

Come the time of peril, did the ground gape, and did the dead rest unquiet 'gainst us. Our bands of iron and hammers of stone prevailed not, and some did doubt the Builder's plan. But the seals held strong, and the few did triumph, and the doubters were lain into the foundations of the new sanctum. -- Collected letters of the Smith-in-Exile, Civitas Approved

Link to comment
Share on other sites

It's not complicated--you just need to add "def_attach" "something" to the entity. That replaces his regular idle with the ceiling hang until he's alerted. But the issue of not being able to walk underneath is a problem depending on where you put them.

Link to comment
Share on other sites

Not to brag or anything... But I have this fan... (crowd remains quiet) Ahem... And I want the blades to rotate. Now, I would bet my left pinky toe that I've seen this done, but I can't figure out how. So, how?

Where are the REAL brits?! The one's we have are just brit-ish.

Link to comment
Share on other sites

Not to brag or anything... But I have this fan... (crowd remains quiet) Ahem... And I want the blades to rotate. Now, I would bet my left pinky toe that I've seen this done, but I can't figure out how. So, how?

Make it this entity:

 

darkmod > Func > movers > func_rotating

 

By default it rotates around the vertical z axis or you can set x_axis or y_axis to 1 to rotate round those axes.

Set also:

speed

start_on (1 or 0)

invert_on_trigger (1 or 0)

 

You can trigger it from anything eg, a lever, objective, whatever. The invert_on_trigger setting will determine if it always goes the same way or the opposite way on alternate triggerings.

Link to comment
Share on other sites

It's not complicated--you just need to add "def_attach" "something" to the entity.

 

Ok, the actual line is "def_attach" "atdm:prop_spider_ceiling".

Link to comment
Share on other sites

Thanks for your answers! My next question: how to implement a custom player map? I've got the source DDS file and the inventory icon, but examining FMs with maps in them, I don't see how they did it.

1) It looks like there is a map_area.gui file that, editing in my file name, looks like this:

windowDef Desktop {
rect 	0, 0, 640, 640
nocursor 1

windowDef background_map {
 rect 	40, -20, 560, 500
 background "guis/assets/maps/areamap-rttc2"
 visible 1
}
}

Will that work with a 1024x1024 map or is there something else to do?

2) How to actually put the map into the level? A custom readable? A special GUI file? Something else?

Come the time of peril, did the ground gape, and did the dead rest unquiet 'gainst us. Our bands of iron and hammers of stone prevailed not, and some did doubt the Builder's plan. But the seals held strong, and the few did triumph, and the doubters were lain into the foundations of the new sanctum. -- Collected letters of the Smith-in-Exile, Civitas Approved

Link to comment
Share on other sites

Thanks again! That will prove most useful. I forgot it was in the startpack...

Come the time of peril, did the ground gape, and did the dead rest unquiet 'gainst us. Our bands of iron and hammers of stone prevailed not, and some did doubt the Builder's plan. But the seals held strong, and the few did triumph, and the doubters were lain into the foundations of the new sanctum. -- Collected letters of the Smith-in-Exile, Civitas Approved

Link to comment
Share on other sites

You can't easily blend two textures on a patch in Doom3. Alternatives are a model with vertex blending, a custom texture that combines two textures, a 'crumb' texture like some of the dirt and grass decals is a bodged blend. This is a big question with no quick answer and it depends what you are trying to do exactly.

 

Are you asking what that vampire bat like shadow is in your image? If it is the lantern shadow then set the lantern model to noShadows 1. Almost all light models want that because the light is diffused around them so the only shadows would be very faint and soft.

Link to comment
Share on other sites

I just want tutorial dedicated to blending 2 textures on patch without custom models/textures

 

PS I just open training mission in DR and fall from the chair when I seen nothing exept caulk brush in floor of archery training area(where stone and grass blended) same thing in NHAT 3 in forest area

 

 

 

 

 

 

 

 

Proceed with caution!

Link to comment
Share on other sites

I just want tutorial dedicated to blending 2 textures on patch without custom models/textures

 

PS I just open training mission in DR and fall from the chair when I seen nothing exept caulk brush in floor of archery training area(where stone and grass blended) same thing in NHAT 3 in forest area

 

 

 

 

 

 

 

 

 

He answered your question though, you can't apply two textures to one patch.

I always assumed I'd taste like boot leather.

 

Link to comment
Share on other sites

Both of those examples are models with caulk brushes to prevent leaks and improve AI pathfinding. Doom 3 doesn't natively support vertex blended textures except on models. The effect you are trying to achieve will likely require some work in Blender unless Fidcal's "grass-edge" solution is sufficient for your needs.

Please visit TDM's IndieDB site and help promote the mod:

 

http://www.indiedb.com/mods/the-dark-mod

 

(Yeah, shameless promotion... but traffic is traffic folks...)

Link to comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.


  • Recent Status Updates

    • OrbWeaver

      Does anyone actually use the Normalise button in the Surface inspector? Even after looking at the code I'm not quite sure what it's for.
      · 6 replies
    • Ansome

      Turns out my 15th anniversary mission idea has already been done once or twice before! I've been beaten to the punch once again, but I suppose that's to be expected when there's over 170 FMs out there, eh? I'm not complaining though, I love learning new tricks and taking inspiration from past FMs. Best of luck on your own fan missions!
      · 4 replies
    • The Black Arrow

      I wanna play Doom 3, but fhDoom has much better features than dhewm3, yet fhDoom is old, outdated and probably not supported. Damn!
      Makes me think that TDM engine for Doom 3 itself would actually be perfect.
      · 6 replies
    • Petike the Taffer

      Maybe a bit of advice ? In the FM series I'm preparing, the two main characters have the given names Toby and Agnes (it's the protagonist and deuteragonist, respectively), I've been toying with the idea of giving them family names as well, since many of the FM series have named protagonists who have surnames. Toby's from a family who were usually farriers, though he eventually wound up working as a cobbler (this serves as a daylight "front" for his night time thieving). Would it make sense if the man's popularly accepted family name was Farrier ? It's an existing, though less common English surname, and it directly refers to the profession practiced by his relatives. Your suggestions ?
      · 9 replies
    • nbohr1more

      Looks like the "Reverse April Fools" releases were too well hidden. Darkfate still hasn't acknowledge all the new releases. Did you play any of the new April Fools missions?
      · 5 replies
×
×
  • Create New...