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grodenglaive

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Everything posted by grodenglaive

  1. Thanks! You're right, that is just the ambient_world - I've barely started with the outdoor lighting. #5 sounds interesting.
  2. thanks, I'll have to look into that
  3. Testing a custom skybox in Frobable Cause (working title). It's hard to find nighttime forest scenes with trees at the right distance. This one is working pretty good in all directions. The HDRI is from Polyhaven, then converted to a cube map and darkened a lot.
  4. I wish I saw this thread earlier! I created a cave mesh in Blender with very undulating walls and floor that the AI couldn't navigate. It took me a long time to painstakenly monster clip everything. It would have been awesome to export a simplified low-poly version as brushes to use as a monsterclip.
  5. I tested out the magic wall torch in my new project and I love it. Definitely keeping them. Even without bloom enabled they still look good, but certainly better with bloom. Also handy that the light properties are exposed so they are easy to adjust compared to the tdm torches.
  6. I'm good at causing uncommon errors. I found this thread about it (there was nothing in the wikki): and this in the idtech4 modwikki: Error: i >= MAX_REACH_PER_AREA Severe : An error issued by the AAS compiler. An Area that has been created has more than 256 adjoining Areas . You should simplify the map’s brush geometry (which the aas compiler uses as input) using monster clip to block off areas that the AI won’t/shouldn’t go. This error may also be caused by surrounding the map with a large caulk hull with leaks between the map and hull.
  7. what have I done?
  8. Nifty decoder action. I like the analogue gauge - glad it doesn't have an LCD screen:P
  9. I'm in awe that one could build such a fine mission in only 30 hours!
  10. I noticed that happens when the selected brush has a multiple materials.
  11. Interesting, or play out a scene like a window into the past (or future)
  12. I actually like it when the bodies have names. It humanizes the AI to a small extent and for me, that is more immersive.
  13. Thanks for the great contest and fun missions. I regret that I wasn't able to finish and vote on all of them in time. Too many distractions at home
  14. Thanks for another great mission. It was an enjoyable 4 hours on expert. Very original looking, with nice touches like "fishing" and riding the gantry
  15. Thanks for the mission. Good lighting plus weather effects for added drama. As usual, I found zero secrets. I look forward to the next one!
  16. Thanks, yes that's definitely it!
  17. I used the prefab elevator in the mission I'm currently working on. AI will automatically call the elevator and ride it to the level where their next path corner is. No need to put any corners on the elevator itself. It seems a little finicky though; my guy doesn't want to ride it to the basement for some reason.
  18. How dynamic do you need? The basic process is pretty simple, but it just replaces the model with a broken model when you damage it. Make the glass object a func_damagable, set the spawn arg "break 1" and add a model for the broken object like this. This also targets an emitter for added visual effect, but I couldn't find any good ones for glass (sparks looks okay from a distance). You don't even need to add sound effects as it is already coded in based on the material of the object. I also tried the flinder function https://wiki.thedarkmod.com/index.php?title=Breakable_objects which could be used to add extra scattered shards, but I couldn't get it to work.
  19. Cool original fm. I just did the thief level for now and will return to do the other two once I've completed the other contest missions. It was very difficult to finish without knocking anyone out, but I persevered. I enjoyed locking everyone in their rooms. Looking forward to playing as the assassin and offing some guards in the process.
  20. Nailed it on the that last one. That is super cool.
  21. Short, but sweet - I liked it. The skybox is definitely cool; there's another thing I need to look into.
  22. Wonderful mission, the mapping is soo good
  23. Congrats on your first mission I look forward to playing it (and the other contest missions) - I need to get busy!
  24. instead of using click-hold-drag, have you tried hitting w and clicking on, sliding the translate arrow instead of the vertex? That works for me when I'm having problems moving a single vertex.
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