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killhour

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Everything posted by killhour

  1. Wow, you did a great job optimizing this. It takes a fifth of the time it did to compile. Mind if I continue working on it from yours?
  2. Hah, we aren't bound by ratings boards, are we?
  3. That glass shader looks wrong. I just used the "clear glass" shader built in. Strange...
  4. I don't understand the performance. Compared to levels in other games, this is downright tiny. There's only 5 AI's, and not much detail at all. It takes forever to compile for me too, and it's quite annoying when I just want to test a few changes. Hopefully, I can get this stuff sorted out.
  5. New update incoming http://shadow516.googlepages.com/kh1.map
  6. The bug and map file is here: http://bugs.angua.at/view.php?id=1292
  7. Ok, this is really weird. I tried using a different texture for something else. When I saved and loaded, one of the brushes I had applied the shader to had the "missing shader" texture, but the other one didn't. I deleted the brush with the missing shader tex, and copied the other one. When I saved and reloaded, BOTH the textures were missing.
  8. Ah, ok. Figured it out, I was pulling the origin in the wrong direction (oops). Thanks.
  9. I did this, but the light didn't appear to work. There's something in the wiki about not intersecting parallel walls, but it was worded strangely. Edit: Wait, should the origin be towards what I want lit, or away from it?
  10. How do I make a directional light, such as cast by the moon? I figured a parallel light would be best, but it doesn't seem to work.
  11. I figured there was probably an error in the shader. Too bad, it looked pretty bad ass
  12. bc_chest2 And when I save and reload, the texture shows up as "shader not found" It's very strange. Edit: It works fine with another skin. VERY weird.
  13. I tried this origionally. It looks fine in the editor, but when I compile and go in game, it shows up black.
  14. I want to use the chest model skin as a texture for a brush. Is this possible?
  15. As far as I can tell, it also won't change the acoustic properties depending if it's open or closed. However, I found that if you break the glass in the door, the acoustics are messed up anyways, so I just got rid of that visportal (I tried offsetting it, but it was doing weird things to a nearby window).
  16. Is it possible to selectively disable the automatic close with door function on visportals? I have a door that I want to get proper sound propagation with, so I put a portal through it... the only problem is that it's a glass door. I need to be able to see through it when it's closed.
  17. Is it possible to selectively disable the automatic close with door function on visportals? I have a door that I want to get proper sound propagation with, so I put a portal through it... the only problem is that it's a glass door. I need to be able to see through it when it's closed.
  18. Aye, mapping really sucks all your free time away. I have a few design documents detailing the movement system I'd implement, but that's about as far as I've gotten.
  19. I don't know why it's taking so long to compile, it's really pissing me off. Could the performance be from too much AI's? How many can I have before shit hits the fan? Do I have too many shadow-casting lights? I'd make some of them non-casting, but I don't want them to show through walls. Is there a way around this? Also, is it possible to have sleeping/sitting AI's with the thieves' den code?
  20. http://shadow516.googlepages.com/kh1.map It's still far from done, but I'm eager for more opinions. Keep the criticism coming.
  21. Sounds awesome. I should have another update on my map coming soon. Should I post it here, or in the original thread?
  22. What is with these application threads? Are they a private thing that some supersecret group of elite modders vote on whether you get in, or is it an open thread where you give them something to do, and they do it?
  23. I'm at school, so I had to draw this up with the GIMP. Hope it's understandable. If I needed to make a tower with windows, I'd definately go with brushes. I can think of two easy designs off the top of my head, depending on whether you want windows on 4 sides, or 8. If you need to put a skybox over the window, put it in a shallow dome facing the window, and add nodraw to the outside, so you can still see inside the tower from the ground.
  24. Don't worry, I'll be doing plenty of code while I map. The best way to find out what needs to be added is to use it.
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