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Bukary

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Everything posted by Bukary

  1. Thanks for the advices! I'll try Cinematic Key if I encounter this problem again. But I got rid of this by deleting editor config file. So it must have been something in the settings...
  2. I've got a really annoying problem that is probably very easy to solve: I don't see models in CAM or XY view. Eg. Right click>func>func_rotating Entity Inspector>Model>mapobjects>lab>loadingplatform>loadingplatform.lwo Click OK and... nothing... no changes in viewport. Entity still loks like a brush in CAM and XY viewport. In RENDER it looks OK. What's wrong? Is this dependent on some view setting? I've been trying to figure out how to enable mesh view for few hours and... I have no idea what to do.
  3. I think the answer to your question is YES, but some DM team member should confirm. By the way, is there any list of DM (planned) features avaible? It would be good to create such list and keep it sticky.
  4. Yes, I did. Have you played OCOD? Did you like it? Any chances of getting this patch? Is it only for team members?
  5. Thank you all! I'll try that fix. One more question: in which pak file will I find original maps that can be easily loaded in the editor? (It's always good to learn from the developers.) I exctracted some maps, but loading them (F2) made my editor (and Radeon) crash.
  6. So... some of you have also encountered this problem. What's the cause of this? It's extremaly annoying. As far as I remember, it started after I applied 1.3 patch.
  7. I'm learning this editor and starting to like it. Unfortunately, sometimes when I run bsp or try to save my map I get file error messages: Or Etc. What does it mean? Do I have to reinstall everything?
  8. Thanks! The solution was simple: I just had to set FULL SCREEN to NO and resolution to 640x480. I'm really curious what you mean. But I guess it must remain a secret for now.
  9. Hmm... I don't think it's just Alt+Enter mode: BTW, how will you handle lockpicking in DarkRadian? Will it be anything like T1/2 "boring" lockpicking? Will they be similar to TDS?
  10. Thanks for all replies! The tutorials in NH's link are great! But how did they make Doom3 run (F2 key) in such small window? Some setting in AutoExec? Are intro and outro movies (a la T1/2) possible in Radiant? And what about in-game (scripted) movies (a la TDS)?
  11. Because T3Ed limitations (especially properties limit) will not allow me to build what I want, I started learning Radiant today. If I find this editor bearable (and that means: if I learn how to use it), I'll probably apply for Dark Mod beta mapper (if you need one more). I am familiar with DromEd and T3Ed, but I've never used Radiant or any other editor based on subtractive geometry. Examples of my work can be found in various places over the Net. I've build Old Comrades, Old Debts FM (Komag's contest 3 winner) and released Mistrz FX demo. Screenshots from my finished and unfinished projects are here. I started this thread, because I'll probably have lots of questions regarding Radiant (DarkRadiant). I try not to ask for basic explanations (eg. how to create fog in Radiant?). I hope I'll find answers for such basic how-to questions in various tutorials. But I also hope that you won't mind me asking some questions here. First of all I'll try to figure out what is and what is not possible in this editor. I hope you'll find some time to give me short answers: yes or no (or point me in the right direction). After starting Radiant for the first time, familiarizing myself with viewports (I don't find them "intuitive" at this moment) and reading some basic (your-first-room) tutorials, I already have some questions. 1) Can I change skins on meshes? Let's say there is one model (building) with few skins (roof, walls etc.). Can I change particular skins (eg. roof) only or am I forced to change the whole skin? 2) Can I have three viewports (top, left, right) on screen at the same time? 3) Is city mission like "Midnight in Murkbell" (huge area, lots of buildings, long views) possible in Radiant? 4) Is it possible to have meshes-buildings in Radiant? I mean meshes that are recognized by AIs as an area where they can walk, fight, patrol? Let's say I made the whole building (with floors, windows, rooms) in 3ds max. Will it work (just like building from brushes would work) in Radiant? 5) Are there any interesting or useful tweaks that I should install if I want to use Radiant? Any interface modifications? 6) Will I be able to make scripted events, if I don't know any programming language (such as C++)? I could do that easily with DromEd or T3Ed. 7) Can I move brushes in Radiant. Let's say I created few connected rooms. Can I move them left, right, up etc.? In other words, can I change something that is done without using DELETE option? 8) I know there are lots of Radiant tutorials, but are there any similar to Komag's (level creation from A to Z)? Thanks in advance for any replies. If you find such thread (and questions) really not appropriate here, please feel free to delete it.
  12. Great! Sources and receptrons are among the greatest advantages of the DarkEngine.
  13. That's good news. 18th century London seems to be great for thiefy purposes. T1 was also full of machinery (great street lamps!), yet it was used in a much better way than Mechanists' inventions in T2 IMHO.
  14. Thank you. I'll wait another few weeks. I don't want to get the toolset from you and... quit. If I find T3Ed useless and Komag's contest will not show that TDS editor might be powerful (and suitable for my needs) tool, I'll throw T3Ed out of the window and join you in the quest for real Thief experience. There's only one thing that bothers me. I've never worked with the editor where one needs to add brushes to the "empty" world. I might find it very difficult. BTW, how big (how many megs) is the toolset right now?
  15. I hope the Dark Mod will allow us to create medieval-like settings (T1/TDS-like). I really hate "victorianism" of T2...
  16. Do you still accept new mappers? (Before Milestone2? What's "Milestone 2" anyway?)
  17. Sounds great! I was reading some threads in this forum. If you implement half of the things you're talking about, this mod will be incredible...
  18. What do you mean by 'object manipulation'? Greater use of physics than T3 had? Wonderful!
  19. Thank you all for quick answers! I'll probably build FM for the next Komag contest. If I don't like the effects of my work, I'll certainly go for DoomEd. How do I get DoomEd (present DarkMod toolset)? Can it be given to someone like me? Should I present some samples of my DromEd / T3Ed work? Should I build something in Radiant?
  20. You are right. That's why I asked those other questions... Sorry if those questions seem stupid or obvious to someone. I was not following Dark Mod developement closely, therefore I don't know about such basic things like sound propagation, new weapons etc.
  21. Hello Dark Modders! Firstly, sorry for my English. I hope it is at least comprehensible. Secondly, I would like to buld another FM (I've done some demos and FMs - Old Comrades, Old Debts among them - in the past) and right now I am wondering whether I should use T3Ed or Doom3 editor. I've been using T3Ed for the last few weeks (since it was released) and, frankly, I do not like it. Or perhaps I should say: I like it less than I liked DromEd. That is why I started thinking about the Dark Mod. I hope you will find some time to answer some of my basic questions about the toolset you're going to release. 1) I make my own textures. In T3Ed it is very easy to use them in the editor (one just needs to place pictures in proper folders)... if you owe 3ds max (each texture is some kind of "material" assigned in max). How is it in Radiant? What do I need to make custom textures for this editor? What file formats you use? 2) And what about custom meshes? Is it easy to place some standard format files (like .3ds) in the editor? Do I need some special tools / plug-ins to texture models for Radiant? I could ask the same about sounds... 3) When do you plan to release this toolset? Of course, I am not asking for precise date. And I know it is probably very difficult to tell, but... Will you be able to release it in the next year? Next two years? 4) I heard that there will be functional water and rope arrows in the editor. Is that correct? Do you plan to include ALL features (water, fire arrows, scounting orbs, mines etc.) that can be found in T1/2 and TDS? If not, what features are out (I guess climbing gloves are out)? 5) I guess there are some DromEders and users of T3Ed among your team members. Could you tell me if Radiant is more or less difficult to use than T3Ed / DromEd. I was able to learn Dromed quite well. Do you think I'll be able to learn Radiant? 6) Is Radiant at least as "flexible" as DromEd? Will I be able to create - for example - new arrow types, new AIs with specific behavior, objects interaction (making one object of few gathered parts), new scripts that allow some puzzles (the simplest one: pressing some buttons in proper order makes the door open) etc? And what about objectives? Can "anything" be an objective (like in TDS)? 7) Will there be such sound propagation as in DromEd or TDS? 8) Will I be able to create levels as big as the ones from original Thiefs that look and run well on standard computers (512 RAM, Radeon 9800 etc.)? Thanks in advance!
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