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Moonbo

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Everything posted by Moonbo

  1. Some shots from my WIP map: Thanks again for everyone's help on the newbie mapping thread - I've been around the mod scene before (I was part of the core team that made The Nameless Mod for DX1) but have never done any mapping outside of some messing around in UDK, so I really appreciate it.
  2. Thanks Sotha, I was just a little intimidated by the idea of having to code something but you and Fidcal were right - it was pretty easy. So, thanks to all of your help I've pretty much finished putting together a small demo map, but I'm running into two final problems: 1) I'm using the Springheel skybox but for some reason only part of it is showing up (the top part, the sides are just pitch black). Strangely enough, if I have the training mission installed and then I load up my map, the skybox shows up perfectly fine. 2) I've written the mission debriefing and have packaged the map. When I play the packaged fm on the computer that I built the map on, the debrief text pops up and everything works fine. But when I try installing the FM and playing it on another computer I get an error that says that it cannot find the mission debrief text. I really don't know what to do about this one...
  3. Thanks Fidcal, That article was what I needed. Another question...I want to add some custom sounds to my map but can't find any directions on how to do it. The closest I could find what this article, but that makes it sound like you need to write up custom soundshaders yourself?
  4. Got three questions: 1) In setting up AIs sitting between chairs and tables, I did my best to follow Sotha's instructions (on this thread). I got it to work without any problems except that if the player rushes at the AI and gets right in their face before they stand, they get stuck on their chair and sort of spin around tracking the player but not getting up. Is there a map you guys recommend looking at so I can see what step I'm doing wrong? 2) Is it possible to attach a readable (like a rolled up scroll) as a prop to the hip of an AI? 3) Is it possible to have two different densities for two different SEED targets in a single SEED entity? Thanks!
  5. Haha, nevermind. Just needed to re-dmap .
  6. Yeah, and since I have zero confidence in my scripting abilities I'll probably just change how I've got the door set up :-). Oh, random question: From the descriptions in Darkradiant it sounds like if you want to create a blocking volume that stops the player but nothing else (i.e. you can throw moveables at it and they won't be blocked) you should use the "Player Clip" texture. But when I do that, it won't let moveables pass...
  7. Thanks Fidcal, that did the trick! So...next question: not sure if this is possible but I'm trying to create a cellar door where the doors start out at a 45 degree slant and then open downwards. By using brush doors starting at a 45 degrees slanted (x-axis) and using a rotation of 45 90 45 I can get them to arrive at the proper position. The only issue is that because there's only one point of rotation the door doesn't swing on its "hinges" as much as it sort of spins in the air to get to the finishing point. Is there any way to get angled doors to rotate open properly, or do you really have to only use doors set at a 90 degree angle?
  8. Yeah, I had been using CSG subtract to make holes for windows and doors and I just went through the painful process of hunting down brushes that were causing internal leaks and making about half my visportals not work, so another lesson learned :-P. I think from now on I'll use the clipper to split out the hole and then delete the separate brush. New question though: I'm trying to create a setup where one loot object is inside another (in particular a coin inside a cup). What I'd like to do is have it so that if you pick up the loot cup, the coin drops to the ground. I tried using stim/response to toggle the "nodrop" spawnarg on the coin but you still need some sort of force applied to the coin before physics kicks in. Any thoughts?
  9. Hey stumpy, I have been using CSG subtract to cut holes so I guess I'll probably stop doing that. Grayman looked at the map and what was causing the issue was that I had accidentally placed a "rotation" spawnarg on the worldspawn. When I erased it, all the problems I was having with AIs and the player mantling into the void went away.
  10. Thanks grayman :-). I tried re-dmapping several times but with no luck. I also tried erasing all the AIs, dmapping (that was successful), and then re-adding AI's, but the same error popped up. I'm a little worried that there's some sort of congenital defect with my map...it's very easy to fall into the void when mantling on brushes, not sure if that's related.
  11. So, I just got around to placing AI's in my test map but as soon as I do I get the following message when I dmap: ERROR: idBrush::ExpandForAxialBox: brush 0 on entity 0 imploded. While the AI's still show up on the map and follow path nodes etc, I get text at the top of my screen saying "Warning: AAS32 is out of date." ...
  12. Hey guys, I have some random questions: 1) Is it possible to make keys disappear from the inventory on use? I know some thief FM authors do this and it seems like a good way to avoid inventory clutter. 2) If you want to hang a key on a hook or something similar how would you do so such that the key would initially stay where you placed it (and not fall to the ground, etc) but would then become a normal physics object if the player dropped it after picking it up. 3) How do you place an AI ragdoll in a particular pose (such as sitting in a chair, slumped over a table)? Thanks!
  13. Okay, so I solved the issue of clipping through brush geometry when mantling up a narrow space. Apparently you can mantle onto static models in much narrower spaces than you can brushes, so what I did was I found a small, thin model (railing_wrought_iron_01_plain_1) and rotated it (but did not resize it). Then I stuck it on the brush faces that were causing the void issue such that it was sticking out slightly. This let me effectively mantle on the model instead of on the brush and I didn't fall into the void. The model I picked is small enough that it's collision does not protrude above/below the brush face so the player doesn't bump into it when approaching the hole from above or below. I then covered up the models with some non-solid trim so that nobody could see the trick. I've learned my lesson though - try mantling onto any entrances/ladder holes before going crazy with the rest of the map and resize until you don't have this issue. But the above way does work when you're in a pickle :-).
  14. Hey Obsttorte, No luck: I tried making the hole wider, deeper, longer, the brushes thicker. Nothing's worked. On a fluke though, I tried lining that mantle surface with a resized static model (plank_short). That worked for some reason. So I guess that's one solution (put in static models at various places because the player will fall into the void if they mantle onto a brush), but there has to be an easier way...right? Edit: while lining the walls with models worked, it causes problems when the player walks over them (they'll get caught on the edges and sort of bounce around), so I guess it's not much of a solution.
  15. Thanks guys for the quick responses, I'll probably use Springheel's solution...once I solve this other problem : Right now I'm building a small city area and there are two or three spots where pretty consistently if I mantle up, my screen suddenly turns black. It seems like from the error messages in the console that what's happening is that I'm falling into the void. Really not sure how to solve this...here's a spot where this happens 100% of the time: If I mantle onto that surface, bam, I'm out of the map. Do I need to surround this room (which is touching the void) with another box?
  16. Newbie mapper and first time poster here...so hopefully not making a fool of myself: I'm trying to set up a fireplace that will hurt the player slightly (like one HP) if they get close to the flame. I've tried two different methods but neither seem to work very well: 1) First I set up a trigger around the fireplace and linked it to a static mesh on which I placed a damage response (damage player1 using atdm:damage_fire). The problem is that I'm instantly killed when I touch the trigger, even though atdm:damage_fire should only be giving me 10 damage. Ideally I'd like to only give the player 1 damage (just to ward them off)...but I can't find any damage entity that will do that. 2) Then I tried just using stim/response. I placed a static mesh in the center of the fireplace and put a "player" stim on it with a radius of 10. I gave it a magnitude of 10, and set up the response in the same way as method #1. This worked in that I now got a lot less damage than before, but it started hurting me from waaaaay farther away than 10 units. I tried lowering the radius all the way down the 1 and not using the magnitude parameter but still no luck. At this point I'm just about ready to just let the player waltz around fireplaces without getting hurt...any thoughts?
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