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Theothesnopp

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Posts posted by Theothesnopp

  1. Massively ambitious for a first map (that's our fault for not guiding you properly) but quite exciting to wonder what it will be like finished. I could only browse over it in the editor as it needs some fixing before it will dmap but even so it has a lot of interest and fascination.

     

    See what others think but my view is that you should be made a betamapper and this big map be temporarily shelved while we give you a smaller project and some guidance and then help to get this sorted out.

     

     

    ok.. ill wait with tha map and maybe later sometime ill improve it since theres alot of htings im not happy with.

     

    I should make a samller map like a staircase and a few rooms?

     

    ¨hopefully it wont take too long but i dunno we¨ll see

     

     

    well thanks alot for the words ofcourse i hope everyone agrees but i dunno x]

  2. Theothesnopp: Can you upload your map somewhere so we can take a look at in the editor at least? Then we can advise you better.

     

     

    sure :]

     

     

    but ill warn you all though it very unfinished and there is alot of parts im not happy with :]

    so it will be very messy and some areas i havent fixed yet :]

     

    i cant upload here though since its bigger tan 2 mb so ill look for some page

  3. Good to hear from you. I was afraid you were one of the guys that just disappears after a few weeks.

    It's nice to hear you're working on a big map. But doing so without testing it is not a good idea. Not just for performance issues, but also to determine if the way it looks in game is the way you want it.

    I'll be glad to test your map if you can make it playable.

     

     

    yah thanks i was worried u guys/girls would think so so i thought id have to say something :] its like 6000 brushes now so i have done it a bit to much i expected it to be like max 1000 but its too late to go back now :]

  4. sorry been gone for a while :]

     

    but im back now and i dont have very much left to do im sry but i made the map bigger then i am supposed 2 but it will be fun 2 play i hope :]

     

    anyway i think i owe u one or two pics i coulst enter it since i havent fixed all leaks yet but i will do it soon, the only thing i will need to do now is 2 put 2 things together, than i need to fix leaks and fix some entity thingys :] and then the map is all done :]

     

    and i think the visportals will work better here than on th e first map, i think i have improved alot while making this map :]

     

    how many brushes can the game (?) render be4 it starts to lagg?

     

    anyway here are a few screenies from the editor :

     

    post-2536-1233086143_thumb.jpg

     

    post-2536-1233086178_thumb.jpg

     

    post-2536-1233086209_thumb.jpg

  5. This has happened to me now. Before Christmas I made a patch mattress and gave it sack1 texture. I did some other stuff then in game I saw a black cube for the mattress - probably I changed the func_static name and didn't dmap. I then dmapped and mapped and the mattress is all black. Huh? Looks OK in DR. But DR mostly uses reduced editor images so I checked out the model texture. It's fine. (as you'd expect since it works on model sacks OK.) I saved the map again in case I hadn't saved it but could only get black surfaces on the mattress in game. Later that day I loaded the map again in DR and a couple of surfaces of the mattress were the blue of default. Huh? How could I have missed texturing those? They stand out so obvious. Must be going crazy. It happens. Retexture them sack1 and save. I still see black in game. Used a different test map. Same thing. Away over Christmas day. Come back today. Load in DR. All surfaces of the mattress are _default. Texture again sack1 and save. Now I see the surfaces correctly in game for the first time.

     

    So, did DR change these or Doom? (I believe in some situations that doom can change and resave the map.)

     

    Made an even simpler test map with just a brush of sack1 but so far can't get it to go wrong.

     

     

    okey.. ^-^

     

    i found a replacement for the rtable im using bc_coatackwood instead it works fine ^-^

  6. I second that. Don't be too ambitious. Many newcomers get great ideas like a huge mountain top castle or a balloon journey across the ocean to infiltrate a submarine facility run by zombies to return the dead head of Prince Olaf to the king of the fairies but these rarely get finished. What would impress us more is a small heist, say a moderate sized mansion that is either complete or realistically completable. Building a mission is not just about being good at building terrain or some exotic, technically difficult feature but managing all the assets - story, AI, patrolling, readables, lighting, objectives, and gameplay, etc. Avoid any complications that might trip you up like rain, fog, large views, etc. Something not much bigger than Thief's Den that can be presented and we can play through it. If some part is not finished like no readables, no objectives - that's OK - they can be added and we can help.

     

    i see, the mission im making isnt very complicated really the train will not go very far and im trying my best to fix it to work with visportals. the size thing you mentioned is to late im afraid its about 3000 brushes, but its so hard to stop since radiant is so addictive lol.

     

    and so far its playable right now im trying to track down a nasty leak but otherwise everything works gr8 ^^

  7. That cave map you've showed was good, not too big. I would improve that map.

     

     

    i forgot my login info for a while back so i havent been able to reply.

     

    i've abondoned the cave map, right now im working on a city + mansion map wich is kind of big i know i shouldnt make it too big just for a trial but it was so fun (lol) so i couldnt stop ^^ well its soon finish anyway, i wont say when it will be finish since it was a month ago maybe i said i would befinish in a week, well well

     

    were should i send my map for testing later?

  8. Hey Dark mod team, I'm still working on my map; progress is great right now. However since I've been editing I've run into a few problems that somewhat confuse me. The first being random pieces or chunks of my brushes dissappearing when I actually play the map. It's strange because in the editor the brush is fine, I even tried replacing the brush with a new one but that only works 1/4 of the time. It's really strange seeing your brushes riddled with square segments missing. The same thing with certain patches; I've had a whole vault segment that looks fine in radiant pretty much disappear. A weird side effect is that if I walk into the area where the vaults were the sound completey cuts off.

     

    The second error has to do with texturing patches. I've made ceilings using bevels which look fine in radiant, however once started it looks completly corrupt. Not the warped appearance that bent patches get but like a scrambed screwy look, messed up lighting, white static holes in the mesh etc.

     

    The third error thats bugging me has to do with projected lights. I wanted to place them around the map but stuck with torches and ambients because for some reason the projected lights hardly cast any light. The center light radius is but a spec in game unless I stretch the light radius for a HUGE range. The tuts make it look nice and big and square; mine are completly tiny and ineffective.

     

    Also a fourth problem(yes the title said three, sorry) that isn't as serious has to do with putting AI on the map. I always get an AAS out of date error when started which isn't too bad but every now and then when I place AI's for no reason at all I get a error that kicks me to the main screen saying some kind of distance limit was met, thus the map is unable to load.

     

    Do you guys have any solutions for these problems? I can't seem to find the answers in the dark wiki so help me out if I'm blind.

     

    I hope I was specific enough.

     

     

     

    parts of brushes dissapering ive had b4,

    this can happen if the brush is to thin so if its to thin try making it a bit thicker. sorry if you knew already :]

  9. yes ive played t2x it was great :o but i only got to play the first mission then i upgraded to vista and now i dont have it installed :/

     

    yeah that would be a great idea! but im not making a passanger train this will only be moving crates barrels and stuff like that i dont know the word for it ^-^, but it would be hard to move the environment since there is a city with a few interiors :/.

     

    but great idea

     

     

    oh btw. is it possible to make it go slow in the begining and then speed up?

    other wise it would look really weird :o

  10. Why not move the environment instead of the train, have you played T2X? There was a great mission with a station and a train.

     

     

    yes ive played t2x it was great :o but i only got to play the first mission then i upgraded to vista and now i dont have it installed :/

     

    yeah that would be a great idea! but im not making a passanger train this will only be moving crates barrels and stuff like that i dont know the word for it ^-^, but it would be hard to move the environment since there is a city with a few interiors :/.

     

    but great idea

  11. Theothesnopp: We can't tell what the problem is without more info and testing. Can you do the following please?
    • In Dark Radiant Preferences > Autosave, set snapshots on or alternatively, save your map with a new name regularly (I mean every 10, 20 or 30 minutes.)
    • Change one surface to rtable1
    • Keep careful note of everything you do that might be relevant.
    • Keep checking that surface.

    If it changes to _default please compare the previous snapshot(s) to find one where it is still OK. See if you can figure out what you do did in between.

     

    For example, is it possible that you had a lot of brushes selected without realizing when you made some other change?

     

    If you go for some time without the surface changing you might feel confident enough to change the other surfaces. You might use find and replace to change _default to rtable1 though from what you say you still will need to align/scale them.

     

    Always keep making new name saves or snapshots so if anything extreme happens you don't lose the entire map and maybe months or even years of work.

     

    How often should you make new name saves? Similarly, how often should you just resave with the same name? The answer is 'how much work would you like to have to redo?' If you would not mind re-doing 20 minutes work but would hate to have to redo 20 hours then the answer is somewhere in the middle. I find sometimes I can work for an hour but a lot is experimental or 'thinking' and I can redo the product of that hour in 5 minutes - so an hour is plenty before I need to resave with a new name. Another time I work intensively and creatively for 20 minutes and it is impossible to exactly recreate that work exactly the same so every 5 minutes might be better during that period. And if I have to spend an hour re-doing some work then I save every minute! I can't endure having to do it again a third time!

     

     

    I have no problem recreating the texture size and etc in 20 minutes :)

     

    but if so ill make it when its all finished :]

     

    i dont know if i'll have time fixing anything today im kind of busy but ill work with it when ive got the time ^-^

     

     

    edit: sry if i misunderstand the question x]

  12. I can't think of any reason why a texture would change to _default. If you chose rtable1 or rtable2 and somehow the texture files got moved or deleted then that would show as Shader not found but Surface Inspector would still show rtable1 or 2. You say it has changed from rtable1 to _default?

     

    Have you changed the mod at all? eg, from Saint Lucia to some other mod or back to Doom?

     

    Are you using Dark Radiant?

     

    Do you regularly save your map with a new name so you have many versions and can go back to one you saved a couple of days ago? What does it have in there?

     

    forgot to add text lol ^-^

     

    the texture show up fine in radiant. but then after that i saved a few times some side starts to turn into "_default" and then i keeps on going like that, this happens to all textures ive used that is from "other Materials" in the media browser.

     

    Edit: yes i use radiant :]

  13. Can you give an example of one texture you had before and what scale you had and what it is now? It's not clear exactly what has happened (to me anyway!)

     

     

    höhö im sry ^-^

     

    im using rtable for walls (the walls is not a big problem) and bookcases the bookcases are not heavy but lightly decorated so i have moved and resized some sides different for some other.

    and it would be a pain to move and rezise it all over again every time it turns into "no shader" or _default as it says in the surface inspector.

    so if there is a way to solve this permanently i would appreciate it alot ^-^ thanks

     

    edit: the scale get alot bigger :/ and moves alot to

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