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Posts posted by Jesps
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I guess one would be able to port your code to use DarkRadiant's C++ interface, which provides methods to create patches, change their dimension, assign coordinates, and project textures. It's not too hard once you have grasped the basics of the scenegraph, which I could assist you with. I could also provide you with some sort of "hollow" functions, which could be fleshed out by you. Don't know if you're interested in such a project.
From what I can see there are many similarities between C++ and C#. So yes I would be interested in something like that.
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The things you are looking at is the <parameters> structure, which is formatted like this:
// for a patchDef2<BR>( patchWidth pathHeight 0 0 0 ) // for a patchDef3 (fixed tesselation) ( patchWidth pathHeight patchSubdivisionX patchSubdivisionY 0 0 0 )
<x,y,z> are the world coordinates of the patch, and <s,t> are the texture coordinates of that patch.
Does this help?
It sure does. But what about the 3 zeros in "( patchWidth pathHeight 0 0 0 )"?
What kind of language are you using for your tool? I'd like to see such a feature in DarkRadiant, so you might as well use the DarkRadiant Patch API to generate such terrain.I'm using C# as it is the only programming language I have any experience in.
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I'm working on a small program that can make random terrain, like this:
http://i91.photobucket.com/albums/k289/Jes...15-02-23-40.jpg
http://i91.photobucket.com/albums/k289/Jes...15-03-02-05.jpg
http://i91.photobucket.com/albums/k289/Jes...15-02-16-12.jpg
To do so, I looked at some map files to see how patches are represented in the map/pfb files. This is an example of a prefab with one patch in it:
I've figured out what most of it means, but not the numbers in red.
Version 2// entity 0
{
"classname" "worldspawn"
// primitive 0
{
patchDef2
{
"_default"
( 3 3 0 0 0 )
(
( ( 0 0 35 0 0 ) ( 0 32 34 0 0 ) ( 0 64 7 0 0 ) )
( ( 32 0 59 0 0 ) ( 32 32 0 0 0 ) ( 32 64 82 0 0 ) )
( ( 64 0 124 0 0 ) ( 64 32 21 0 0 ) ( 64 64 73 0 0 ) )
)
}
}
}
I've tried changing the numbers to other numbers, but it seems to do nothing (or I'm not looking hard enough).
Any help would be... helpful.
Jesps
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This black box error happened to me some places where I turned an entity into worldspawn.
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When I build my Thief 2 mission, I found motivation from time to time, by opening some of the old saves to see how much the mission had actually improved over time.
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greebo: Giving the scroll a trigger response worked rather well. Thanks
Komag: I tried something similar to that, but never got it to work. Also would that not 'close' the scroll if the player turns away from it? (like a normal stationary scroll)
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Hi.
I've been trying to make a scroll, that activates something when the player pickes it up. The target property seems to do nothing however.
Also, is it possible to make the player start reading the scroll as soon as he/she pickes it up?
Thanks in advance.
Jesps
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Guess I'll just have to live with the missing shades then.
SneaksieDave: The image maga is referring to is one I put on Photobucket, but never posted. He must have just browsed my page and found it.
Fidcal:
Did you make that well? Stick it in a prefab quick - could be of general use. Is there room to climb in and out of there? eg, for the player to come up from below if it went down far enough?Yes the player can get in and out of the well. But if he shoots a rope arrow into the wood from below the rope usualy gets stuck in the wall as this picture shows:
http://i91.photobucket.com/albums/k289/Jes...22-24-18-35.jpg
The wall is made of patches, maybe that is the problem.
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A little update:
I have extended the castle with some indoor areas. This is the place our thief needs to rob, and find some information. Following Fidcal's excellent tutorial, I have added readables, visportals, a food elevator, and even begun adding objectives.
Some shots from inside the castle:
http://i91.photobucket.com/albums/k289/Jes...18-41-13-95.jpg
http://i91.photobucket.com/albums/k289/Jes...18-41-33-86.jpg
http://i91.photobucket.com/albums/k289/Jes...18-41-42-72.jpg
http://i91.photobucket.com/albums/k289/Jes...18-44-19-12.jpg
http://i91.photobucket.com/albums/k289/Jes...18-45-00-91.jpg
http://i91.photobucket.com/albums/k289/Jes...18-45-08-93.jpg
http://i91.photobucket.com/albums/k289/Jes...18-45-48-30.jpg
http://i91.photobucket.com/albums/k289/Jes...18-46-48-19.jpg
http://i91.photobucket.com/albums/k289/Jes...18-47-05-22.jpg
http://i91.photobucket.com/albums/k289/Jes...18-48-15-34.jpg
http://i91.photobucket.com/albums/k289/Jes...18-49-28-60.jpg
http://i91.photobucket.com/albums/k289/Jes...18-50-04-85.jpg
http://i91.photobucket.com/albums/k289/Jes...18-51-31-54.jpg
http://i91.photobucket.com/albums/k289/Jes...18-53-44-16.jpg
Having tried DarkRadiant I have to say it's quite easy to use (easier than DromEd anyway), though I still need to learn most of the tools.
However there are a few things that have been bothering me:
Selecting textures: In the 3d view, and in the media browser I can select the textures with the middle mouse button. But in the texture browser I have not found a way to select them. Middle mouse button does nothing, and left mouse button hilights it, but it wont let me paint it on surfaces.
Shader not found: Many objects and textures when I browse shows up with a "shader not found" as this picture shows:
http://i91.photobucket.com/albums/k289/Jes...%20Mod/tap1.jpg
The "tap1" is shown with a texture in game. Have I forgotten to unpack something?
Thanks in advance
Jesps
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I'm not certain but I think I see a fragment of moon out of line? If so, you probably just dragged the skybox without texture lock on. If it is out of line you can just correct it in the skybox with surface inspector or reload the skybox prefab.
I just thought it was an object error or something, but moving the texture a bit fixed it.
But looking good. Is that swimmable water?The player can swim in the water, but the ai just seem to fall to the bottom where they walk around until running out of air.
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In those three new shots I see pitch black now. If you use FRAPS to capture shots it retains the in-game gamma/brightness settings (at least for me - the Doom 3 shots are always much darker than FRAPS shots)
That's a really nice program, thanks!
These are some shots taken with Fraps:
http://i91.photobucket.com/albums/k289/Jes...06-08-04-33.jpg
http://i91.photobucket.com/albums/k289/Jes...06-08-22-11.jpg
http://i91.photobucket.com/albums/k289/Jes...06-07-47-98.jpg
http://i91.photobucket.com/albums/k289/Jes...06-03-59-96.jpg
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Thanks for the replies.
As for light, I have one ambient light covering the entire map. So I guess the ambient light level should be equal map-vide.
I would suggest scaling the textures down in a few areasI did. Really improved some areas:
http://i91.photobucket.com/albums/k289/Jes...d/shot00013.jpg
I also retextured the bridge:
http://i91.photobucket.com/albums/k289/Jes...d/shot00014.jpg
and added a few details here and there:
http://i91.photobucket.com/albums/k289/Jes...d/shot00015.jpg
I've also added some sound-effects.
My only other complaint is that the jpg compression is pretty bad in the low lightI the game, the light level is a bit higher than the screenshots. So to compensate for that, I increased the gamma with Paint Shop Pro, and I think that is why the dark areas look a bit muddy (for these 3 shots I have not tampered with the gamma).
Edit: Oh, and yes it is a human leg on the fire
BTW, do you have an idea or maybe a name for this missionNo, I dont. It's not a 'real' mission, more like a "playing around with DarkRadiant to see what it's like"-map
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Here are a few screens of a small map I have been building on. It's not much, just a few rooms and buildings mostly to try out DarkRadiant.
Anyway, the screens:
outside in a small courtyard:
http://i91.photobucket.com/albums/k289/Jes...d/shot00008.jpg
in the kitchen:
http://i91.photobucket.com/albums/k289/Jes...d/shot00007.jpg
stairs:
http://i91.photobucket.com/albums/k289/Jes...d/shot00006.jpg
a study/bedroom:
http://i91.photobucket.com/albums/k289/Jes...d/shot00011.jpg
http://i91.photobucket.com/albums/k289/Jes...d/shot00010.jpg
http://i91.photobucket.com/albums/k289/Jes...d/shot00012.jpg
another bedroom:
http://i91.photobucket.com/albums/k289/Jes...d/shot00009.jpg
a living room:
http://i91.photobucket.com/albums/k289/Jes...d/shot00005.jpg
outside in the street:
http://i91.photobucket.com/albums/k289/Jes...d/shot00004.jpg
http://i91.photobucket.com/albums/k289/Jes...d/shot00003.jpg
http://i91.photobucket.com/albums/k289/Jes...d/shot00001.jpg
http://i91.photobucket.com/albums/k289/Jes...d/shot00002.jpg
Any constructive criticism is more than welcome.
Jesps
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Thank you! That worked perfectly.
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Hi.
First I would like to say that Dark Mod looks like a very good mod, and I really enjoyed Thiefs' Den.
After finishing it I have been experimenting a bit with DarkRadiant using the contents from Thiefs' Den. When I learned what patches are, I wanted to create a curved ceiling in a small hallway using a patch. So I created an "End cap", inverted it and then used "Cap Selection" to make an "Inverted Endcap".
The texture on this Inverted Endcap then gets messed up like this picture shows: http://i91.photobucket.com/albums/k289/Jes...tchProblem2.jpg
Not sure what I'm doing wrong, but I cannot get that texture to look right no matter what I do.
Thanks in advance.
Jesps
Some questions about patches representation in the .map file
in TDM Editors Guild
Posted
Ok, so I downloaded Visual C++ and the source.
I had an idea to make a method that travells though the array of vertices in the selected pathes, and move each of them, but I can't seem to find any method for cycling though vertices. Is there such one?