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RJFerret

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Posts posted by RJFerret

  1. Where exactly? (I just watched a friend go through the movement section of the tutorial a week ago.)

     

    After you crawl through the wall, you mantle over boxes, then climb a ladder, then look up to a support beam and jump to mantle up onto the platform, then there's boards reaching toward an open window, you need to run-jump to get to it (which hung me up like crazy, it's not in regular jump range).

     

    I can't think of anything else you have to get through that's high (without rope arrows).

     

    None of that requires stacking anything.

     

    In the object manipulation section, there's stuff to move, and you just walk against something to push it, if it can slide. But that isn't part of the movement/jumping/climbing/mantling/ducking/swimming section.

  2. However I guess there is no solution.

     

    Most missions only have a loot quantity level difference, so playing on a lower setting can ease that issue.

     

    Also keeping your eyes open along the way to accumulate loot makes a big difference. You learn to quickly grok how a mapper stashes stuff when you play more missions.

  3. GUI would matter, that's the benefit of the spreadsheet, giving you essentially a visual rectangle matching the patch points, and letting you just drag select, cut, paste, etc.

     

    The only liability is you have to be aware enough to maintain an odd number of row/columns, which obviously should be checked for in a tool, as well as limited integration with DR.

     

    It is true that getting past newbie understanding allows users to accommodate the current lack of tools, but useful tools will open up more flexible patch construction to others and ease it for the rest of us.

     

    PS: Patch surfaces might not have the same liability as brush surfaces with lighting due to their smaller triangles instead of extending all the way across a brush.

  4. *note to self, renaming it "Short" mode and including notes on level size differences between levels not enough...

     

    I'll probably use the first page of the mission briefing to provide "out of game" notes in the future, such as on my WIP, since I am heavily modifying the "difficulty" settings in that.

     

    My apologies to those for whom it didn't come through clear enough. :/ (And I didn't think that was the issue at play here, due to the talk of moving things that can't even be moved in short (easy) mode.)

     

    Note Thiefette, "regular" mode includes things I believe you might not like, hence "short" mode being an option players may choose. :-)

  5. In the above example, the only thing they're hitting, as far as I can see, is the 'floor' brush. But don't they have to be hitting the same plane to be considered "overlapping"?

     

    I was presuming a liability of generating a simple visual to go along with the explanation. Perhaps consider the walls they are illuminating instead?

     

    Imagine instead a wall with one of those oil lamps mounted on it that had a large enough radius to hit the floor. If there was a leak or opening to the room on the other side of the wall, and there was another light within that room also with a big radius. The floor in there would be perpendicular to both lights, and assuming no closed visportal, affected.

  6. I like gaining knowledge, but thinking through a silly question I had about this led to this realization...

     

    One thing perhaps not clear is the unique geometry and rare circumstance to which this might apply? Visportals mean such overlap of lights don't even exist, because they aren't rendered and have no performance impact. Isn't it only if there's internal leaks, open visportals, or open geometric design you could even have such?

     

    Note if you can't visportal due to design, you could simply change the radius/texture/origin offset of the existing light (via sparnarg: "set light_radius on flame" X Y Z, or equivalent and set texture...)

     

    It does seem many open stairwells in FMs have lower performance, which seems to be the applicable type of geometry, with limited closed visportals.

     

    PS: This might be what Stumpy meant by void working? As a single brush does work fine in my WIP, but becomes moot if you open around the void.

  7. If you go to the Download Missions screen and select a mission, the description on the lower left of the screen will tell you if you completed the mission yet, and at which difficulty level.

     

    Yes, but that's automatic, not manual, it doesn't take place for any of the reasons Goldwell mentioned. Plus, being personally "done" with a mission such that you don't want to go back to it, not properly recording your completion (Tears for me is forever unchecked despite my screen going black with the "Mission Complete" message), not just those you can't complete, but also those you won't complete for whatever reason, and crashes preventing accurate recording. The "Training Mission" is another that can never check itself off since there is no completion.

    • Like 1
  8. I will do a quick tut on how to change a texture.

     

    Might that be redundant to all the texture tutorials linked above? Those three already have some overlapping info (although they cover different aspects).

     

    Try it in darkradiant?

     

    Yes.

     

    PS: After you see it in dark radiant, try it in a simple test map in game to be sure it looks how you want. If necessary, make adjustments. They can all be provided in a map which includes the materials folder and resources of your textures which you can upload anywhere and link here.

  9. Yes, searching for AI or AAS or other short terms is what drove me to Google for searching here in the first place, then the expediency of searching both wiki and forums in one step, since so much info is lacking in the wiki and so much info is lacking in the forums too, heh!

     

    Very useful for Googling is choosing the website it returns results from, for those who don't know, like this example:

     

    site:thedarkmod.com a - z

     

    Pasting that into the Google search box will give you results of the A - Z wiki tutorial predominantly, plus an A-Z lights tutorial in the forums.

     

    If you want to search just the forums use:

     

    site:forums.thedarkmod.com searchterms

     

    or

     

    site:wiki.thedarkmod.com terms

     

    for just the wiki.

    • Like 1
  10. @Steve, I did much more convoluted okay. So what you describe sounds good to me. Especially if on grid. I learned to be careful of clipper cuts.

     

    @Garrett2014, just google the forum to find answers. I google the site to pull answers from forum and wiki. It's actually easier to read all the wisdom in one place, these pages go quickly a few a day during dmapping. I answered in your thread having seen that first. Just set and forget, but reset if you ever go into preferences again rather than making it blank.

  11. Phew, glad you got it sorted!

     

    Yeah, I intentionally did my first map relatively small, but pushed limits in areas generally suggested not to do, just so that I could learn what would work and not work. Now on my WIP I'm easily cruising through everything, knowing how to approach the steps along the way.

     

    If someone delves into their grand vision to begin with, I might go so far as to suggest setting it aside, making a small/limited scope mission to release separately, then return to their big project.

    • Like 1
  12. Don't know if this'll give insight, but somewhere in my learning/reading travels I picked up this tidbit, "To record a console log ahead of time: "logfile 2" It will create a log named "qconsole.log" in the directory of the currently selected mission (not necessarily the one you are trying to load or dmap)."

     

    I haven't personally used that command, and don't know if it'll provide info during that part of the process.

  13. Oooo, intriguing, but sadly that's placing emitters, but not limiting or walling off particles from passing through a roof or walls like SEED entities can be blocked from spawning in specific areas. IE, affecting the emitters but not the particles resulting from emitters. Thank you for that reference though! *stores in mental toolkit for future

  14. My solution was to move snow further away (but mine's light flurries).

     

    I was thinking it'd be nice if weather could be more like the SEED system, with areas that could be blocked out. But that (as well as were it like water) would mean removing particles at a certain point, instead of based on time expiration.

  15.  

    Now I have to say I'm really getting frustrated.I did try to move the skeleton aside before 161's kind advice.I've tried again but it doesn't seem to be frobable.GRRRR

     

     

     

    Need to move closer perhaps? Crouch down? I need to move stuff aside to clear it, then crouch, move in, frob it, shoulder it, turn, drop it, clear anything remaining before opening the entrance.

     

     

    Hope this helps!

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