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Bukary

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Everything posted by Bukary

  1. I've been learnig bsp, texturing and patches in Radiant for the last few days. Here's my first room in Radiant. It's the first thing I managed to build with the use of additive geometry. Perhaps it doesn't look nice, but I am not going to build Doom FM, so this room goes into the wastebasket eather way. I'm only interested in building Thief levels. The whole room is made of brushes and patches (with the exception of doors and barrels in the distance). Now I'll try to build some outdoor location and learn sky boxes. I should also start lights-in-Radiant lesson, because, as you can easily see, I'm not very familiar with Radiant lightning techniques. I hope that such excercises will at least allow me to start trying to get the DM toolset for beta mapping. I hope you still won't mind me asking questions.
  2. I hope you'll decide to implement pop-up (when injured) health bar. Getting rid of health bar from the screen is a good thing.
  3. Thank you. I hope that in the future I'll be able to use my skills in Dark Mod service. Right now it's all completely new to me... I'm trying to learn how to do some things with brushes (additive geometry is... strange) by analyzing other people's maps. For example, "Trite Breeding Facility" is extraoridinary. It'll take me ages to learn how do do some of this stufff... But I'll keep on trying.
  4. Hmm... I guess there's so much more to learn for me... I have no idea what you're talking about. Well, back to Radiant.
  5. I've just tried working with rotation key. It does scale objects, but - as you said - it makes them "unrotatable" at the same time. Well, I guess we have to stick with the first method.
  6. How? How do I rescale objects in Radiant?
  7. I was asking, because I am wondering how beta mappers build their maps now, if they want to include the water in the future. I guess they just leave empty space(s) surrounded by solid brushes for future liquids.
  8. Yes, but in T3Ed there is an (buggy) option. In Radian it is not possible at all.
  9. So... I've finally found something that is better implemented in T3Ed.
  10. Another question: is there a way to change model size in Radiant (e.g. make the barrel two times bigger)? In T3Ed there was DrawScale property that allowed us to do it. Do I need to use e.g. 3ds max in order to change mesh size?
  11. I've just played it. The water looks good (from the outside). Yet it is very buggy if you swim (the sky is switching etc.). And the fps is really low. I hope it's not because of the water. How was it done? Is water some kind of a brush?
  12. Did you use ResourceHacker, NH? Which values did you change?
  13. Yes, if you decided to implement realtime reading, it would be good to allow designers to change this with "pause" reading simply in some INI file. The more choice, the better. But I really like the idea of realtime reading. It makes the game harder and more believable. Although it might unbalance the gameplay. It just needs testing.
  14. Are there any Doom 3 maps (for download) with implemented water?
  15. My friend was trying to get his new object (created for my future FM) into Radiant. He says that it was a real struggle. He had lots of problems with textures etc. And he's built dozens of objects for DromEd and T3Ed before, so he knows what he's talking about. Did we find a weak point in Radiant (compared to T3Ed), or it's just that we don't know something? Can you point us to some good tutorial about making and importing advanced custom objects into Radiant? BTW, these tutorials did not help...
  16. Oh, I see! I thought that each object (table, window, stairs) is an entity... But what does it mean "interact" here? Does walking on objects (eg. stairs) is considered interaction? Are objects that can be moved/pushed by player (eg. chair) entities?
  17. Which Omega do you recommend for both Doom3 and TDS? I know. But Nomad has managed to reach TDS property limit with 4638 actors in his map (Evicted). This map is rather medium sized (and not very detailed) compared to DromEd maps. In Doom we have 4096 entities limit. More that ~4638 actors in TDS = BOOM. More than 4096 entities in Dooom 3 = BOOM. I'm hoping for levels MUCH bigger than Evicted in Dark Mod...
  18. Hmm... I've just loaded Mars City Underground (quite small map). It has 2549 entities. So... if it is possible, you should up this entity limit. I've got another question/problem: 1) I've got 512 MB RAM (and Doom 1.3). When I examine original maps , I often get this error: "Physical memory is over 80% utilized. Consider saving and restarting". Is there any way of fixing this? 2) Sometimes when I press F3 (render mode) while examining original map, my system freezes, and VPU Rcover error message appears. I need to restart my system then. I have Radeon 9800 Pro. What should I do?
  19. I'm a newbe if it comes to Radiant, therefore I might be wrong... but 4096 entities (lights, objects) seem not that much. Of course, I might be wrong. How many entities had these (rather small) Doom 3 maps?
  20. Definitely. Change that limit if you can. Great. So I can use as many brushes as I want...
  21. Well, I've been playing with Doom3Edit for the last few days. I'm starting to like it. I'd like to know if there are any limits in this editor. How many entities? How many brushes? How many polygons in object? Etc. Is there any info on this?
  22. Keyring a la "Gathering at the Inn" is the optimal solution.
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