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killhour

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Posts posted by killhour

  1. 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?

  2. 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.

  3. --------- Initializing Game ----------
    The Dark Mod 1.00, code revision 3718
    Build date: Oct 13 2009

     

    Seems to indicate you're having trouble updating.

    Where is your darkmod folder located?

    Uninstall your current FM then close TDM and run the updater.

    Try search your doom3 folder for all gamex86.dll's and delete them all then run the updater again

     

    (I have a feeling that the updater might need to delete all the dll's between major updates)

     

    Figured it out. It was in the program files folder, so I needed to give tdmlauncher.exe admin privileges to install the FM.

  4. 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?

  5. i compared the model with a ase file I made that I know works in game and the only differences I can see are in the material list.

    in the

     

    *MATERIAL_NAME "cardfrnt.tga" i have this

     

    while

     

    *MATERIAL_NAME "Material.005" is in that object

     

    the texture the model uses is gold01 so you would have to replace Material.005 with gold01.tga

     

    and in the

     

    *MAP_NAME "cardfrnt.tga" i have this

     

    while

     

    *MAP_NAME "Tex.005" is in that object

     

    so you would have to change the Tex.005 to gold01.tga

     

    you would also have to make the gold01.tga file from the gold01.dds file as the tga version doesn't exist.

     

    although I could be completely wrong, and you'lled probably need an expert with this type of file and am just a nube.

     

    or maybe you have to just point the bitmap directory at the dds version of the file which is in

    //base/dds/textures/darkmod/metal/flat/gold01

    because currently the base points to the editor version of the file and not the one the game uses.

     

    That second one is probably it. I'll try it later. Thanks!

  6. Doom 3's renderer somehow got lazy optimizing their particle system, so giant particle effects (while great eye candy) can tax performance. Those fog beams on lights can also be done with cylinder patches. There's a semi-transparent decal texture called "textures/darkmod/sfx/moon_light_rays" that's got a pleasant grey-blue tint. I've mocked up a prefab, pictured below.

    post-2515-126906143408_thumb.jpg moon_rays_window.pfb.txt

     

    (Looking at it, one of those prefabs counts up to only ~36 polys. Hardly performance intensive at all.)

     

    I tried putting this in one of my maps, but it doesn't show up in-game.

  7. Just to put something hopefully obvious out there for anyone reading and/or not knowing: Doom3's circles are not restricted to looking squarish; that's just the default shape that's made by making the patch adjustment points on the edges and corners of a square (I forget the term for that type of curve... I think it's a bezier approximation?). They can be moved, of course, to any point on whatever grid size you choose, to make them pretty much whatever shape you desire.

     

    post-58-126927610125_thumb.jpg

     

    The cylinder on the left is the default one created by the editor. On the right, I adjusted the control points a little (by eye, so it's probably not perfect).

     

    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.

  8. 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.

  9. @killhour

    I see. You are right on squarish circles. This is my best to make them look like round, but still far from perfect shape. So, Unread ed will be helpful in this case. Could you post some nice tutorial links for it?

     

    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

    • Like 1
  10. Thanks for tutorial, but seems like you don't how to manipulate DR tools :) Especially second pic is really easy in DR. It won't take more than 10 mins for sure. The first pic is also not hard to do in DR. But to be honest I have some difficulties on some geometries in DR, so I'll definitly check Unreal ed for this purpose. If it handles, I'll be really grateful to you.

     

    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. :)

  11. Ahh, ok. I see what you're getting at now. Just wasn't sure what the focus was. I don't have enough mapping experience with either DR or UnrealEd to say which one is easier...but it's cool to see that there are some neat work arounds to do things faster. Perhaps there is some way of allow easier manipulation of such things in the future in DR.

     

    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.

  12. Not sure I understand the purpose behind the tutorial. :) Dark Radiant can export as .obj to be used in modeling software too.

     

    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:

     

     

    railing.png

     

    Could you imagine doing that in DR alone? :shudder:

  13. 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.

     

    emptycube.th.png

     

    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.

     

    finishedstairs.th.png

     

    After you're satisfied with what you have, export the map as a .obj file.

     

    exportobj.th.png

     

    saveobj.png

     

    Now, import the .obj into your modeling software of choice.

     

    importingobj.th.png

     

    withouttercube.th.png

     

    We need to get rid of that outer box. Delete the polies that make it up.

     

    withoutouttercube.th.png

     

    Now skin and export your object like you would any other model. Here's the non skinned model in DR:

     

    indr.th.png

  14. Not looked at the map but for the light this is out of my head:

     

    Make a cone shaped brush or patch (see http://modetwo.net/d...rk_Radiant_Keys )

    Turn it on its side and make it a rotator (I think it's func_rotator) and solid 0, noshadows.

    Move the origin to its peak.

    You probably need a new texture, transparent and self-lit (see eg, self-lit window textures)

    A projected light. I dunno about performance. If nothing passes through most of its volume but just the end then the project light might just be a shallower cone at the end.

    bind the light to the rotator.

     

    Experiment with that.

     

    Good ocean water is more difficult. Here is one experiment I came up with and give more info if any good.

     

    http://modetwo.net/d...post__p__210206

     

    Could you detail what you did for that water, or maybe upload the map?

  15. The finished product of this mission will likely be described by many words. Linear will not be among them. I like the waterfall and the lighthouse. But.... why does the dumbwaiter you're working on go to the attic? are they serving meals up there?

     

    Very cool so far, and very large in scope i can tell. Its been over a year though, i hope to see lots more progress on this soon. Heres to this mission being completed before 2012!

     

    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.

  16. 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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