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Moonbo

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Everything posted by Moonbo

  1. Quick question, probably for RPGIsta: remember how earlier it was discussed that you could use the "inline" spawnarg to stop enlarged func_statics from clipping out of sight. When I apply this to banners it reverts to the default skin (so if I use the hammer skin in DR, it still shows the default heraldry skin in-game). Is there a way around this?
  2. ! Dang, wish I could build that fast. Looks really good.
  3. Looks good! Reminds me of "The Transaction" for some reason, maybe the rain.
  4. And one more: http://www.youtube.com/watch?v=KuGhCTann30
  5. Been listening to a lot of trance-y techno music (of all things) while working in Dark Radiant. Here are some good tracks: http://www.youtube.com/watch?v=wWCyGVQ3_20
  6. One way to get around this is to use the "light_center" spawnarg. This determines where it looks like the light is coming from (for drawing the light texture and casting shadows). So what you can do is place a light in the middle of the room and then move the light center over to the wall (click on the light, go into vertex mode, and move the red dot you see at the center of the light, or just change the coordinates in the spawnarg). This makes it look like the light is on the wall but it's actually in the middle of the room. This can lessen intersects between rooms. But what I've noticed is that you can get away with quite a lot in terms of overlapping lights (up to 3 overlaps w/out any big performance drop) - it really gets bad when you combine light overlaps with things like big spaces or you have 4 or 5 lights hitting in one spot. A good trick is to do what Badcog recommended in another post. In the map console type in r_showtris 1 and r_showlightcount 1. The showlightcount command will color how many lights are hitting each area and you can move things around or add brush detailing to just make sure you don't have too much intersecting in any one spot.
  7. Haha, Melan, I guess I need to take more dark screenshots. Yeah, it's supposed to be moonlight in the first and second pic (darn...would it destroy the symmetry of that scene if only one set of windows has light?). I'm not much of a graphic artist so yes I'd be great if you could make a moonlit version of that texture :-)...we'll see I might just keep it the way it is.
  8. Finished up the rest of the church this week...which means I'm at the 1/2 way mark of the mission. If I can keep up the pace, I might (God willing) be able to submit the map for the the unusual gameplay contest as I only started it a few days before the contest was announced. Here are some pics from the church interior; I'm really happy w/ how the lighting turned out (unless you guys say otherwise :-P). Feedback always appreciated - and I'll start using tags (thanks nbohr1more!) on the pics from now on as things are going to get spoilerish.
  9. Thanks nbohr1more, hopefully I'll get to use those in a little bit.
  10. This may not be the right place to ask, but how do you use spoiler tags? I can't seem to figure it out.
  11. Are there any other missions like this, where they're not in the in-game downloader? It'd be nice if there was a thread that collected them so that fans could have a chance to play them.
  12. This probably a question for Badcog: what's the difference between r_showlightcount 1 and r_showlightcount 2. On the web it said that r_showlightcount 2 picks up lights coming through walls. I'm assuming then that r_showlightcount 2 is the more accurate way to see if tris are being hit by multiple lights? I just worry because I'm getting muuuuuuch worse colors if I use that...
  13. Thanks RPGista, that spawnarg did the trick and I don't see any odd affects. I'll make sure to use it sparingly though.
  14. I'm running into situations where I've resized a model to make it larger than its initial size, and the model will disappear from view if I move the camera in such a way that it's on the edge of the screen. I'm guessing that this is because the engine is culling the model as if it was it's smaller size (and thus wouldn't normally be visible on screen). Is there a way to stop this from happening?
  15. Thanks Obsttorte and Springheel - another random question: do you know if it's possible to create a trigger_multiple out of more than one brush. Let's say I select two brushes and then turn them into a single trigger entity, do you know if that will cause any problems or should the two brushes work as a single trigger, even if separated by distance.
  16. Well uninstalling Heart didn't solve the problem. Hopefully it's just a corrupted file or something that only affects my computer. Random question: is there a way to speed up or slow down AI movement? I've seen the effect in a lot of Thief FM's and was wondering if there was something similar possible in TDM.
  17. Huh, well now that you mention it I had Heart installed on my system and was rooting around looking at the defs (I wanted to see how you made the head of the sleeping woman). I didn't copy anything over though...let me try uninstalling the FM when I get back from work and see if that does anything.
  18. Last issue and I'm calling it a night. When I load up my map all the "noblewoman" heads (both the heads linked to my func_animates and those on standard AI's) are showing up with a very messed up skin. They actually look this way in darkradiant too... As far as I can tell, it's only the noblewoman who has this issue.
  19. Nice, I remember wanting something like that and then having to make it out of patches because there wasn't a model in the standard download.
  20. That did the trick , thanks Springheel! Just in case anyone else wants to try this, make sure to close both darkradiant and doom 3 after putting in the custom def and restarting, otherwise you'll get a "can't find animation" error.
  21. Thanks Springheel. Running into one last problem and then it should work out. In the revenant def is the following section: //nonbreathing sleep animations anim sleep_idle_lft models/md5/chars/guards/proguard/rev_sleep_lft.md5anim anim sleep_idle_rgt models/md5/chars/guards/proguard/rev_sleep_rght.md5anim I tried the sleep_idle_lft and sleep_idle_rgt and they both are the standard sleeping animation (with moving feet and chest). I also tried the rev_sleep_lft anim but I got a "cannot find animation" error with that one. Then I tried setting the func_animate to the revenant model and THEN it worked properly (sleeping with folded arms and no movement). The model I need to have motionless is a priest model, is there a way to do that?
  22. A sleep AI with hands folded over the stomach and not moving sounds great. Let me give that a shot. Do you happen to know the name of that anim?
  23. Hrm. Well, I need to create a body lying on the ground perfectly still with his hands at his sides. I've tried to get this with a ragdoll but I just can't seem to get a decent position with which to use the freeze ragdoll command. I was hoping that an easier way would either be to just load up an AI model as a func_static (didn't work) or use a func_animate with the AI being frozen still. But it sounds like neither of those things is easy/possible.
  24. Yep, tried that first. It says "can't find the "-" animation" :-(.
  25. Thanks Obsttorte, when I type in "anim_idle" into the start_anim spawnarg Doom3 tells me it can't find that anim... "idle" works fine but the AI is fidgeting about with that and I need the AI to be absolutely still (i.e. frozen).
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