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Dram

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Everything posted by Dram

  1. I believe Dantra meant it metaphorically. Otherwise, the CSG Subtract tool should be avoided on everything save very simple extraction cuts such as emptying out a cube etc. It's usually much better to use the clipper tool, as you know exactly where the cuts will be and can also account for where light volumes will reach etc. When I was learning D3Ed all that while ago, I used tools which were similar to DromEd's - which means subtract etc, but you soon learn (usually the hard way) to use the clipper tool for making holes etc.
  2. Ok, so I finally installed the newest version of DarkRadiant and am using it for mapping. I noticed a few problems, but only related to controls: -In D3Ed, if you hold shift+alt and left click on a brush or patch, it only selects that one patch or brush, and if you keep clicking it cycles between the ones behind it etc. In DR it does not do this, instead it selects whole entities, and thus all of their patches and brushes. I may be missing something here though. -In D3Ed, if you select something and press H it hides it. DR does this also, all good, however, if you select something and press crl+shift+H it hides everything BUT the selected object. I know in DR you can select invert, but that means that in a gigantic map, everything else is selected and takes ages etc. IMO the behavior should be the same as D3Ed in this case. -In D3Ed, if you select an entity and then a brush or patch and press shift+K it adds that brush to the entity, the only way I could see to do this in DR is to select the brushes first, and then under EDIT press Re-parent Primitives. IMO the shift+K method is more practical, or at least if reparent primitives had a shortcut as shift+K. -In D3Ed, if you select a brush or patch or face and middlemouse click onto a nearby surface it copies the coordinates and material. I believe there is something similar in DR? That's all I can find as of yet, but other then that, DAMN good job I remember GTK Radiant very well, and this is leaps and bounds over it, and most importantly (for me) it has a proper undo function. Great work guys, it's really come a long way
  3. Very nice so far I would really like to see how that map turns out If you need help with the graphical crap, such as light rays, glares etc, I can help, but I assume it is still far off from any adding of effects.
  4. This may be quite humorous, but in the SDK there is no reference to the textures/smf/portal_sky material. I've searched the whole SDK but there isn't a single reference to it. If ID said it needs to have that path then it must be linked to somewhere in the executable or parts of the source we do not have access to. Or, we were wrong from the start and it can be named anything. I'm assuming the latter in this case, judging by ID's open-ness of the engine.
  5. I'd be willing to bet that EA is holding Crytek by the balls. If Crytek ever hope to create a challenging game both mentally and skillfully, then they'll have to stay away from EA, or if they just care about the money, then they should probably best stay with EA. I'm assuming the latter is a more popular approach these days
  6. Well the ideal situation is extremely clever enemy AI, but you also have incredibly clever friendly AI assisting you. Of course the best would be AI that acts human, so gets scared when friends are being taken out one by one quietly etc
  7. By fade shader parm I mean that you can set the fade time also, which would mean that if the light goes out in 0.2 seconds, then you set the material to fade to dark in 0.2 seconds also. It's a much more clean effect then switching skins imo.
  8. Ahh! Happy Birthday dude
  9. I'd say it was a ctrl+c ctrl+v job. The AI are not more advanced but are not worse from what I've seen (at least on Delta)
  10. I have XP and Vista with a 8800GTS 640mb but I don't use motion builder - I use 3DS Max for anims.
  11. Dram

    Galleon model

    Nevermind about the ladder bit above, just tried it out and you already had it. Anyways, looking through it, the only issues I can find is: * Getting into crow's nest is awkward but is due to the player being to large when on the ladders etc, so not really a model issue. * There is a window that is offset from the ship: * The doorway at the bottom part of the ship at the back has no door blocking the view into the ship. It is really REALLY nice though The only other problem with it though is that it is taxing in terms of performance. This is mainly due to the collision model, so if you wanted you could fix that by breaking the collision model up into several parts and have it not part of the single model. Up to you really.
  12. It's a good idea to put frob highlight code for all materials that could remotely be used for frobbing purposes (so even hedge materials for example) as the highlighting only happens if the object is frobable. So even if all materials have the code, only the objects which are frobable will highlight.
  13. Dram

    Galleon model

    Holy shit! BTW, I'm not sure if you've done it, but for the rigging you can just put the ladder material and you should be able to climb up it.
  14. It's a material file thing, so you can look up the material names and see if the frob code is in them
  15. Dram

    Horse Animations

    Yes yes I was planning on doing a re-model anyways But now that oDD is offering one we should use that. I can make a modification of it to make a more agile scout horse etc.
  16. Thanks for the kind words I hope you'll enjoy playing the Dark Mod as much as I enjoy mapping for it
  17. Dram

    Horse Animations

    Yeah well the horse model itself is not actually made by me I just modified a mount and blade one. I retextured it too. Once we get oDD's horse model in game it'll be much better.
  18. Ok, just finished a generic idle (horse swaying back and forth a little - breathing) and a walk animation. these can be tested in test/horseaf I am planning on making several more idles, for example one where the horse grazes a little, or one where the horse lifts its leg or something. Anyways, next up is the canter, and after that the gallop fast. I'm going to sleep now so someone please try the current anims out and please give feedback. Also, the move_fast anim is just a sped up version of the move_slow anim, it's just a placeholder so the horse can move a bit faster etc. night guys
  19. LOL, I never tried any other difficulty, so I didn't even know that the grenades get highlighted! It's pretty silly imo, but I guess if you choose easy - you MEAN easy
  20. Dram

    Horse AF

    Ok, finally have a bit of free time from my uni projects. I won't bother fixing the AF yet, but I'll start on the animations now. I'll upload them straight as I finish them (when I'm happy with them that is), and I'll make a new thread to keep the finished anims up to date. Anyways, to animation!
  21. Wait a minute....does that mean you NEED the net to install the game? If so then hell no I ain't buying it - I hate that bs
  22. Personally I think the Chinese government should be removed and new, less corrupt officials elected. Of course, the government is not the only problem.
  23. Dram

    Horse AF

    Cheers I'll set that up this afternoon. Thanks for your help
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