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killhour

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Everything posted by killhour

  1. It has to rotate along the model's axis too, not the worldspace one. They line a circular room and rotate the dome when a lever is pulled.
  2. I need to set some gears to rotate x number of turns over 5 seconds when a lever is pulled, and do the same thing in reverse when the lever goes the other way. I tried doing this with doors, but it doesn't work if you tell it to rotate more than x number of degrees. What's the best way to do this?
  3. In that code, parm3 definitely changes the rate of flicker.
  4. Well, you could just change parm3. It would cause them to flicker at different rates, and thus be out of sync.
  5. Hey, I helped someone. Glad the effort didn't go to waste.
  6. Just switched computers, and DR is going unbearably slow. This is strange, because the computer I switched from (single core Athlon, 2 gigs ram, 7600gs) is significantly slower than what it's on now (Core 2 Duo @ 1.88ghz, 4gb DDR2 @ 1066, 8800GTX). Setting core affinity to a single core helps a LOT, but it still is too slow to even consider mapping with.
  7. Figured it out. It was in the program files folder, so I needed to give tdmlauncher.exe admin privileges to install the FM.
  8. Every time I try to install a new FM, I get this error: --------- Initializing Game ---------- The Dark Mod 1.00, code revision 3718 Build date: Oct 13 2009 Initializing event system ...759 event definitions Initializing class hierarchy ...183 classes, 400752 bytes for event callbacks Initializing scripts --------- Game Map Shutdown ---------- -------------------------------------- ******************** ERROR: Error: file script/tdm_events.script, line 41: Unknown event 'frobHilight' ******************** Error during initialization Shutting down OpenGL subsystem ...wglMakeCurrent( NULL, NULL ): success ...deleting GL context: success ...releasing DC: success ...destroying window ...resetting display ...shutting down QGL ...unloading OpenGL DLL I can load my existing installed FM just fine. What's going on?
  9. That second one is probably it. I'll try it later. Thanks!
  10. I tried putting this in one of my maps, but it doesn't show up in-game.
  11. This model shows up properly in DR, but not at all in game. Does anyone know what's up? http://sites.google.com/site/shadow516/circlerailingmiddle.ase?attredirects=0&d=1
  12. The problem with this is that the pink points are going to have sharp edges. As far as I know, there is no way to get a perfect circle out of bezier curves as implemented in DR. Edit: Also, that messes with inverted end caps. You need triangular brushes to fill in the gaps. I actually don't like the patch system at all. It's frustrating to get good results.
  13. Serpentine has it: it's just another option for workflow. There's no reason to force someone to use a particular set of tools. I'm comfortable in Unreal Ed. If you're comfortable in Hammer, you can work in that and export it. If you're comfortable in DR, you can even use it to make content for OTHER mods. I was just pointing out that its relatively easy to mix and match your tools.
  14. I learned using these tutorials, but they're for UEd 1.0 and are WAY out of date. http://unreal.gamedesign.net/tutorials/ued.shtml Here's a bunch for the most recent version that came with UT3: http://waylon-art.com/LearningUnreal/ And here's some for UT 2003 & 2004: http://wiki.beyondunreal.com/Category:Legacy_Tutorial
  15. The fence? Yeah, you could bend cylinder patches into toroids, but you don't get a perfect circle, it always ends up squarish, and it has a diamond cross section instead of a square one. I prefer just to extrude and revolve a square 2d shape. The only reason it took 10 minutes is because I made it in 4 pieces to make it modular.
  16. Good point. Added a description to the OP. I think if you wanted to integrate this stuff directly into DR, it would be best to allow a more free form set of secondary tools that don't require convex brushes. Perhaps an "Object editor" that lets you design and texture things with more options for primitives, curves, and modifiers (extrusion, revolution, extrude to point, extrude to bevel, etc.). Then, when you put it in your map, it would be treated like a func_static.
  17. Really, the point is that some things are extremely easy to do in Unreal Ed and very difficult or impossible to do in DR, since there are no concave brushes allowed. It took me longer to organize and upload the images than it did to make those stairs. Something that would have taken me an hour to do in most modeling software, and be nearly impossible to do in DR. Here's an example of a railing I'm working on that took me about 10 minutes so far in UEd: Could you imagine doing that in DR alone? :shudder:
  18. Note: This tutorial assumes a working knowledge of Unreal Ed and modeling software. This is a tutorial on how to import concave brushes and complex objects made in Unreal Ed into Dark Radiant. This allows you to do things you normally wouldn't be able to easily do - such as spiral stairs and curved, arched hallways. First, you need to make an empty cube to put your object in. Make sure it's big enough to hold the whole object. 1 grid size in UEd will equal 1 grid size in DR when you import it. Next, make your object. I'm making a set of curved stairs with a railing. Don't worry about texturing yet. The origin of the map in UEd will be the origin of your model. You may need to rebuild geometry when you're finished. After you're satisfied with what you have, export the map as a .obj file. Now, import the .obj into your modeling software of choice. We need to get rid of that outer box. Delete the polies that make it up. Now skin and export your object like you would any other model. Here's the non skinned model in DR:
  19. My map compiles fine, but when I try to run it, I get "error: i >= max_reach_per_area." What does this mean?
  20. Could you detail what you did for that water, or maybe upload the map?
  21. Heh, Let's hope so. The dumbwaiter will have its mechanics up there (pulleys, motors) and it gives me an excuse to add another way into the mansion proper. You'll need a rope arrow to get up there, though.
  22. Well, it's been awhile since an update, and it will be another while before it's ready to release, but I've done a lot of expansion, and need some tips. First, the lighthouse light is really hackish, and will be replaced with something better. What's the best method for this? I'd like it to fully illuminate the player whenever it passes by, and have a light ray effect like this: http://backstagebusiness.files.wordpress.com/2009/07/lighthouse.jpg Also, I'd really like a better ocean effect with a good way to fade it into the skybox. Anyways, here it is: http://sites.google.com/site/shadow516/kh1.zip?attredirects=0&d=1 As always, I'd love to hear suggestions, criticism, etc.
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