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HappyCheeze

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Posts posted by HappyCheeze

  1. I have in my map a small section of a city. Theres a guard out side of a building you're supposed to go into, however, he can hear me moving around upstairs. And when I go down he's usually there waiting for me. Now if that wasn't enough, the other ai in another building, across the map, comes over to inspect this strange noise. Is there something I need to do to insulate the inside of the buildings? Or do my buildings have holes in them? It's really annoying,

     

    Thanks,

    -Hc

  2. I have a small part of a city for my map. Now I put some street lights in and it looks like I need to add a light entity to make them seem to give off light. Now, when I go into the entity inspector, it says I can add a light radius and all of that to the model. Is it possible to make the actual model give off it's own light? Or do I need to put a light source in or by it?

    Thanks for reading.

  3. . Extract the thiefs_den.map from the pk4 archive (just rename it .zip temporarily or associate .pk4 with Winzip or Winrar etc.)

    . Open thiefs_den.map in Dark Radiant.

    . Zoom well out and you should see three main sections, the skybox is on the right.

    . Drag a brush fully round it and click the 'select inside' button to select it. Check it's all selected.

    . File menu > Save as prefab. (you might create a prefab folder if you want.)

    . You can then load the skybox prefab in your own maps.

     

    Sky portal texture in your own map should now be like the stormy sky in Den. I think you can just delete the cloud patch if you just want a clear sky with stars.

     

    Sweet Thanks man!

  4. So I glanced at the wiki about sky creation, and the thief's den has no prefabs. So I made a sky brush where it should be with the sky texture portal_sky

     

    and when I go into my map, it looks like theres a constant lightning. It goes from grayish green to black when you move, and doesn't look like a sky.

     

    Tis a bit odd trying to follow along the wiki without all the stuff

  5. After messing around with darkradiant and getting used to it, I've started to work on something. Really basic, the story line to this map is that you need to prove to some other thieves that you are who you say you are (which is master thief). So you need to rob three places, One is a pawnshop, one was going to be a jewelry store but without the beta material I'm not sure I can do that, I'll see what I can do with that, and the third is a resteruant/inn type building with a cellar.

     

    A lot of my mapping is generally expermemental, but I have been getting better at following a theme throughout. So tell me what you guys think for a first go. I'm open to comments and construtive criticism. I'm still trying to get the lighting down too as you can see below the washout with the candles.

     

    So here are some screenshots. Enjoy!

     

    shot00001.jpg

    shot00002.jpg

     

     

     

     

     

    shot00003.jpg

    shot00004.jpg

  6. Even if the actual textures are missing the map should still compile and run, but of course you woun't see the textures ingame that aren't present. I don't know if this is also the case with static meshes, but since a reboot fixed your error anyway, it has to be something different. If something unexplainable like this happens to me, I always reinstall Windows! :laugh:

     

    Well heres what I do to try to get around it when it happens.

     

    I exit Darkradiant, than after I try darkmod and usually it works. It doesn't like Darkradient running in the background so I usually just keep darkmod up and running in a window so I can minimize and run darkmod. And just switch back and forth.

  7. I like most of us here love the thief games. And I've always liked the steampunk genre, and I might get some books too.

     

    The only other steampunk game that comes to mind right now is, Arcanum. Which I have, but both cd's are too scratched up and it won't work :-(

     

    Anyone know of any others?

  8. I'm excited to hear your working on a map HappyCheeze! If you can work through Fidcal's tutorial, even with the limitations of only having the demo resources you'll be a lot further than most people and can be able to make a pretty cool map.

     

    Aw,

     

    Now I want to really make this map.

     

    I'm starting to get the hang of it, and I'm just so used to hammer's way of moving about and making things,

  9. That tutorial was written with the full TDM resources in mind and Thief's Den changed a lot since that was written. You may have to improvise with different textures, etc. (there should actually be slightly more textures but not necessarily all the ones in the tutorial!) The tutorial does give you plenty of freedom to change things. The townsfolk AI was not used in the final Den that was issued (think I just put that in at the start to show scales of furniture etc. so any human AI would do.) The only AI available to you are the thug, the thief, and the city watch. But I think all the definitions were included which is why you are getting errors. I can only suggest you set up some spare blocks in the map, flip through the media browser and apply the textures you can see to those surfaces, then save the map and whenever you load the map you should be able to select those textures in the texture browser like an artist's palette. Not ideal but best I can think of off-hand. Sorry about that.

     

    Thats fine, I understand.

    I'm still learning the ropes of darkradiant. I'm used to Hammer/Worldcraft, I've been using it for years.

     

    And I've always loved the thief games and now I want to start making some stuff, maybe take a hl and hl2 mapping break. It's good to try new things.

  10. Also with Darkradiant, I don't have all the models and textures and entities that the tutorial wiki wants me to put down. A big load of textures just say SHADER NOT FOUND with the blue and black squares. And the some models are just a cube with shader not found on each face.

     

    And when the tutorial wanted me to put down the townsfolk person, I couldn't see it. I went into the darkmod/ai folder and there was just a thug, thief and a guard.

  11. This is has been agrevating me.

     

    So let me break it down for you.

     

    I install doom3. I patch it, and I download and install The Dark Mod. I play the Darkmod, and I beat the thief's den. So then I install Dark Radiant, and I make a map for it. I go into Darkmod and it gives me a runtime error. So than I restart computer and than I put in the doom3 cd. It runs darkmod. So I test my map everything is great. Well Now I add some more stuff to my map and than darkmod gives me the same error again.

     

    I have the Devil.dll in Doom3 folder, and windows/system32 folder

     

    Anyone have any ideas?

     

    ----

    EDIT: Well now, after posting this I decided to try it again. And now it works. So, I have like a time relased error

     

    hmmm

  12. Sorry about the long delay :-(

     

    My profs picked this week to be the first exam week, so now I've got some free time.

     

    I just put the latest dll file from another folder on my comp into the de folder.

     

    That worked!

     

    DE loads and it askes for the mod path, and it says the fs_game folder doesn't exist now.

     

    Oh well, one problem done, another comes up.

     

    I'm gonna search around for this now.

  13. Hello all, this is my first post, and unfourtantly it is about an error. I've tried looking on the site for this error and googling it to no avail. I got TDM to work on doom3 and I beat it. So I downloaded Dark Radiant and I get this error

     

    The procedure entry point SymFromAddr could not be located in the dynamic link library dbghelp.dll

     

    Thats it, I can't get into dark radiant or anything, just this dialog box. I'd appreciate it if anyone has any ideas.

     

    Thank you.

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