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Nielsen74

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Everything posted by Nielsen74

  1. Is there anything worng with useing the main pic from The Dark Mod to put on T-shirts/coffemugs ect for future contest prize´s/personal use? and if not, do any of you hav a high res version of it?
  2. drop/delete the frob_master and only use frob_peer!
  3. You can also open my Too Late mission and make Prefabs of the crates I made from brushs!
  4. I for one whould love to see that! I tryde looking in to Blender but whas put off by the lack of any GOOD tut´s!, and your A to Z tut for Dark Radiant made it easy for me to get a understanding of the basic of Dark Radiant without knowing anything about Doom3 Edting in advance (thanks )
  5. I´v got a few "objects" as prefabs that other might finde usefull! so a upload side would be sweet! and I am certain that others hav buildings, objects e.c.t that I could use instede of making it all from scatch
  6. I think you hav to ask Koroshiya_Ichi if he/she want´s to post review´s for the rest of the missions or you could sign up your selv and post some review´s
  7. Grongrats to Melan and a BIG THANKS to all the taffers that toke time to play (and vote on) all the missions
  8. Graphics card; NVIDIA GeForce 9600M GT RAM; 4 GB DDR3 Processor; Intel® Core™2Duo CPU P8400 @ 2,26 GHz Windows Vista Home Settings Video: Aspect Ratio 4:3 Screen size 1024x768 Full screen Yes Vertical Sync No Antialiasing Off Texture Anisotropy 1x Ambient Rendering Standard Interaction Shader HQ Bloom Off HUD Opacity 0,714286 First run = 94,4 fps Second run = 144,5 fps Aspect Ratio 4:3 Screen size 1024x768 Full screen Yes Vertical Sync Yes Antialiasing 16x Texture Anisotropy 16x Ambient Rendering Standard Interaction Shader HQ Bloom On HUD Opacity 1 First run = 49,3 fps Second run = 59,5 fps
  9. Ok I´l try to turn that staircase in to func_static and I´v ben trying to simplify some of the brush work in the main hall´s as well!, so I´l see if that all helps the map to dmap AND run as a game Edit: I´v turnde the stairs in to func_static and "cleande" up the hallways (turnde beams and archways in to func_static too) and now the map Dmap´s fine and I can again run the mission [thump] A BIG thanks to Fidcal for your help
  10. I´d be happy to lend a hand as a mapper for a project like this and think the idér of separate missions that interlink story wice and showing off the different factions of the city (the builders, the pagans, the inventors, the necromancers, etc), is a great idé as TDM can´t handle campains (yet) and as a project like this is going to take time I can´t see whay a mission with/about the inventors can´t be plande (maby not as the first) to fit the story along the way!
  11. The render mode is textured! EDIT: It helpde a lot to enable fare clipper plane for the camera
  12. From the start (well after I read about it) I´v ben working with/in layers and I get buggy movement even in a layer that is no more then 30 brushs and all other layers turnde off This map has 35 different layers a the moment!
  13. Well all most all the walls on the 1 floor and 2 floor (that´s about 50-60 rooms) is made from 3 brushs for every wall (a panal pice, some wall paper and a top trim)? but maybe it´s my laptop that´s just too low spec Graphics card; NVIDIA GeForce 9600M GT RAM; 4 GB DDR3 Processor; Intel® Core2Duo CPU P8400 @ 2,26 GHz
  14. Even in the editor is buggy moveing around but if you can find the problem area it shoure would be a big help [thumb]
  15. I think I´l hav to put this map/mission on ice till I can get a pc with higher spec´s (or get my laptop to a pc-doctor)
  16. Hav a look at the Keep , I think there is more tut´s on the way
  17. No your right, if they drop them it´s there problem and it´s a littel wirde that the lockpicks don´t show up as all the other stuff do (blackjack, sword, lamp e.c.t) maby it´s a bug? (probably is!)
  18. I whent back through the saves to locate where the bad curly first apper and what the driffence was! and I found that there is no bad curly when dmaping save 217, the driffence between save 217 and save 218 is 4 objects! I then delede the spectacles (as the first of the 4 to try to pinpoint the problem), savede the map and dmapde, no more bad curly?, so maby there is a problem with spectacles object? but I still get a hangup while dmaping? so yes Fidcal I´l take you up on your offer to hav a look or maby my computer is just too lov spec to handle a map of the size I´m at now I´l PM you Fidcal with a link to a download site for the .map file
  19. I lookede for that dad curly once and it took a good 1½ houre to go through the map file (theres A LOT of curlys to look through) so I´l try dmaping AFTER I´v closede DR to see if that makes a dif. EDIT: that was a no go so all I can do now is go back to a save with no unknown token `}`
  20. I hav a hangup while Dmaping a map (do ) the prosses stops right after a warning WARNING Convert LWOToModelSurfaces: model models/darkmod/weapons/hammer02.LWO has too many verts for a poly! Make sure you triplet it down unknown token `}` but no matter if I delete the hammer I still get the Unknown token `}` hangup and looking through the .map file I can´t see any single } stikking out so do any one know what this error is about?
  21. No thay don´t! and I can´t see way you wan´t to giv the player the option to drop them???
  22. This is what I put in the .map file for Too Late (just rename the .map to .txt then pastel it in at the top, then save it and rename it back to .map) Just under the; "classname" "worldspawn" line in the .map file (now .txt) // the amount of starting gold: "diff_0_shop_gold_start" "100" "diff_1_shop_gold_start" "75" "diff_2_shop_gold_start" "50" // items the player starts with: "startingItem_1_item" "atdm:weapon_blackjack" "startingItem_1_qty" "1" "startingItem_2_item" "atdm:weapon_shortsword" "startingItem_2_qty" "1" "startingItem_3_item" "atdm:playertools_lantern" "startingItem_3_qty" "1" "startingItem_4_item" "atdm:playertools_compass" "startingItem_4_qty" "1" "startingItem_5_item" "atdm:playertools_lockpick_snake" "startingItem_5_qty" "1" "startingItem_6_item" "atdm:playertools_lockpick_triangle" "startingItem_6_qty" "1" "startingItem_7_item" "atdm:playertools_spyglass" "startingItem_7_qty" "1" //items available for purchase: "shopItem_1_item" "atdm:weapon_broadhead" "shopItem_1_0_qty" "15" "shopItem_1_1_qty" "10" "shopItem_1_2_qty" "0" "shopItem_2_item" "atdm:weapon_waterarrow" "shopItem_2_0_qty" "7" "shopItem_2_1_qty" "5" "shopItem_2_2_qty" "2" "shopItem_3_item" "atdm:weapon_mossarrow" "shopItem_3_0_qty" "2" "shopItem_3_1_qty" "1" "shopItem_5_item" "atdm:weapon_noisemaker" "shopItem_5_0_qty" "1" "shopItem_7_item" "atdm:playertools_health_potion" "shopItem_7_0_qty" "2" "shopItem_7_1_qty" "1" "shopItem_7_2_qty" "1" Or hav a look in the wiki Default_purchasable_items
  23. see my post above, that vidio tut explans now to doo that!
  24. If it´s "just" the alignment of the edges you meen then hav a look at KomagTutTDM Arches
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