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Moonbo

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Everything posted by Moonbo

  1. This may not be the right place to ask, but how do you use spoiler tags? I can't seem to figure it out.
  2. 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.
  3. 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...
  4. Thanks RPGista, that spawnarg did the trick and I don't see any odd affects. I'll make sure to use it sparingly though.
  5. 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?
  6. 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.
  7. 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.
  8. 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.
  9. 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.
  10. 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.
  11. 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.
  12. 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?
  13. 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?
  14. 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.
  15. Yep, tried that first. It says "can't find the "-" animation" :-(.
  16. 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).
  17. Is there a "none" animation that you can load (i.e. the AI just staying in one place completely still)?
  18. Hey Springheel, I got static models to work properly (and even to spawn using Arcturus's ambient_AI head def) but I can't get it to work with actual AI heads. If I define the head model as an MD5 mesh I'll just get an error in game saying something about missing joints, and I don't know how to load a head as a static model :-/. So the issue is I don't know how to get existing AI heads to work with Arcturus's setup. Update: Okay, so what I did is dug into the def file that comes with the AI heads pk4 and from there I could get a list of the model names of the AI heads. When I used those names w/ Arcturus's ambient_AI head entity then it worked. It's a bit clunky right now since I have to sort of run through the def file and try to find the right head...is there an easier way to identify the model definitions of the AI heads?
  19. Wow, thanks guys for the thoughts :-). Biker - give me a few more days to polish things up and make the latest round of fixes you recommended and then I'll send it back your way.
  20. So I'm trying to set up the func_animates as detailed in the thread that Springheel linked to, but I'm having problems attaching heads. I tried installing the def file that Arturus had for the moving heads, but while the heads will show up in darkradiant, they absolutely will not show up in-game (not even as a black box). Any thoughts? Are there any FMs out there that use func_animate with heads?
  21. Well, built the interior of the church this week, still need to build out the gameplay & swap out the AI's w/ func_animates but would love to get some feedback on the general architecture/lighting. The big concern w/ the lighting is that the player needs to be hidden so the top and sides of the church can't be too light...I guess I'm just worried that things are too dark. Any recommendations or thoughts would really be appreciated.
  22. Hey Springheel. If there is, it's not in the standard download.
  23. I don't think there's an entity for that particular model, unless I'm just not seeing it. There's one for a three-candled chandelier (much smaller) but not for the larger six-candled one.
  24. Thanks for the feedback on the AI's, I'll probably be setting up that part of the map this weekend so we'll see how it goes :-P. A bit of a random question but I'm trying to set up some (func_static) chandeliers in my map but the only models I see are lit and flickering (namely the chandelier_6candles model). Worst of all because it's a func_static if you have two of them there's no way to modify the flicker speed so they all flash about at the same speed...is there any way to turn off or modify the flicker? Alternatively are there other, similar models?
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