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Sonosuke

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Posts posted by Sonosuke

  1. Hey there, just as an info, there is a thread for noob questions too^^

     

    1: Probably you have a gap right under and above the door, just build a brush and fit it there. you can see the gaps better in the cam view.

     

    2: You could build a brush, place it, copy it like 3 times and then copy all 4 together til you get what you want. There are different ways, what kind of stair would you like?

    Ah and you can use the stairs from "Create Model- Darkmod/architecture/stairs

     

    3: Sure you can choose just one wall and paint the next one different or you can cut the walls with clipper tool and paint just one part or Shift&Strg&RMB one side of a brush and paint each side different.

     

    4: i am bad with lighting too^^ maybe someone else can help.

     

     

    Edit: Again too slow^^

  2. Looking very good but consider scaling down the wallpaper texture; its default is a bit large.

     

    Those hanging oil lamps; where are they casting light? Might be the perspective but they appear to be over the other lights?

     

    Hmm... no it seems i have just dajusted them bad. Those oil lamps.... i dont think they fit anyway but i cant find nice hanging lights for that place

     

    @ SiyahParsomen: Yeah you should do that, i want to play yours too^^

     

    @Melan: thank you! :)

  3. Sorry if that is a dump idea, i dont know anything about programming. Would it be possible to take parts (converter or something) of doom 3, put them into DR with a button "Remove degenerate Triangles permanently" so it wont take so long to load (after you have finished your map)?

  4. Hi, so what can I say? I love this mod and I can't wait new better and better missions. Great job guys:)

     

    But...

     

    Forgive me, I will write about flaws this time. There's one thing that annoys me: bodies dragging. It's so uncomfortable because there are problems with dragging the bodies through the narrow areas(door frames). Unfortunately the best way to transport the body is not pulling it, but pushing, but it's far less realistic... Pulling the body is difficult, ineffective, and it kills some of the immersion in my opinion, so why chose this option?...(; I think carrying bodies known from Thief series is much better because it is more comfortable and quicker(player doesn't have to fight with physics). Why not implement it to the Darkmod then?;)

     

    Frob an corpse and hit the "use" button, you will be surprised

  5. No it's not brush 333; it's entity 333. Check again menu > Map > Find brush > Entity number then if it finds entity 333, take a look in entity inspector to see what it is. If it has no entity name (not the classname but the next line down) then try giving it a name. Alternatively you might delete it if you recognize what it might be and not important.

     

    I was searching for entity, sorry that was just a failure in writing.

    To make it easier here a pic, the entity 333 is highlighted, the two entitys with no texture were entity 333 before.

     

     

    entity.jpg

     

     

    edit: ok thats just a waste of time, after replacing that one it shows me, Warning: map is empty, no entitys found. I already started from another savepoint. Thank you for you help but i dont think this is repairable.

  6. Use menu > Map > Find brush > Entity number.

     

    so i have found brush no. 333 and replaced it, after dmap it shows me again that 333 has no name key. Back at DR i search for it again but this time it was anouther brush and again and again. I think the only way to get that map back to normal is by replacing all the brushes. well i am not trying that but maybe its usefull for a bugreport.

     

    Entity Inspector is not the same as the entity list.

     

    ;) yeah i know, i meant that "worldspawn" i choose in entity list and then check the inspector

     

    thanks for your help again

  7. If you select worldspawn, do you see any unusual spawnargs in entity inspector?

     

    If you mean "World" in the Entity List, no seems to be ok

     

    What error do you get in the console when you try to dmap?

     

     

     

    --------------------------------------

    --- Common Initialization Complete ---

    ------------- Warnings ---------------

    during DOOM 3 initialization...

    WARNING: file sound/tdm_sfx_impact.sndshd, line 425: sound 'small_metal_impact

    ' previously defined at sound/tdm_sfx_impact.sndshd:77

    1 warnings

    Couldn't write .

    ]dmap gen55/general5

    ---- dmap ----

    --- LoadDMapFile ---

    loading maps/gen55/general5

    0 total world brushes

    0 total world triSurfs

    3 patches

    335 entities

    784 planes

    0 areaportals

    size: 1000000015047466200000000000000,1000000015047466200000000000000,10000000

    15047466200000000000000 to -1000000015047466200000000000000,-10000000150474662

    00000000000000,-1000000015047466200000000000000

    ############### entity 326 ###############

    --- FaceBSP ---

    0 faces

    1 leafs

    0.1 seconds faceBsp

    ----- MakeTreePortals -----

    WARNING: node without a volume

    ----- FilterBrushesIntoTree -----

    1 total brushes

    1 cluster references

    ----- ClipSidesByTree -----

    --- FloodAreas ---

    area 0 has 1 leafs

    1 areas

    ----- PutPrimitivesInAreas -----

    ----- OptimizeEntity -----

    ----- OptimizeAreaGroups Results -----

    2 tris in

    2 tris after edge removal optimization

    2 tris after final t junction fixing

    ----- FixGlobalTjunctions -----

    ############### entity 333 ###############

    --- FaceBSP ---

    1759 faces

    1401 leafs

    0.2 seconds faceBsp

    ----- MakeTreePortals -----

    WARNING: node without a volume

    WARNING: node without a volume

    WARNING: node without a volume

    WARNING: node without a volume

    WARNING: node without a volume

    ----- FilterBrushesIntoTree -----

    287 total brushes

    839 cluster references

    ----- ClipSidesByTree -----

    --- FloodAreas ---

    area 0 has 307 leafs

    area 1 has 438 leafs

    area 2 has 1 leafs

    area 3 has 1 leafs

    area 4 has 1 leafs

    area 5 has 1 leafs

    area 6 has 1 leafs

    area 7 has 1 leafs

    area 8 has 1 leafs

    area 9 has 1 leafs

    area 10 has 1 leafs

    area 11 has 1 leafs

    area 12 has 1 leafs

    area 13 has 1 leafs

    area 14 has 1 leafs

    area 15 has 3 leafs

    area 16 has 1 leafs

    17 areas

    ----- PutPrimitivesInAreas -----

    ----- OptimizeEntity -----

    ----- OptimizeAreaGroups Results -----

    1488 tris in

    872 tris after edge removal optimization

    999 tris after final t junction fixing

    WARNING: backwards triangle in input!

    WARNING: backwards triangle in input!

    WARNING: backwards triangle in input!

    WARNING: backwards triangle in input!

    WARNING: backwards triangle in input!

    WARNING: backwards triangle in input!

    WARNING: backwards triangle in input!

    WARNING: backwards triangle in input!

    WARNING: backwards triangle in input!

    WARNING: backwards triangle in input!

    WARNING: backwards triangle in input!

    WARNING: backwards triangle in input!

    WARNING: backwards triangle in input!

    WARNING: backwards triangle in input!

    WARNING: backwards triangle in input!

    WARNING: backwards triangle in input!

    WARNING: backwards triangle in input!

    WARNING: backwards triangle in input!

    WARNING: backwards triangle in input!

    WARNING: backwards triangle in input!

    WARNING: backwards triangle in input!

    WARNING: backwards triangle in input!

    WARNING: backwards triangle in input!

    WARNING: backwards triangle in input!

    WARNING: backwards triangle in input!

    WARNING: backwards triangle in input!

    WARNING: backwards triangle in input!

    WARNING: backwards triangle in input!

    WARNING: backwards triangle in input!

    ----- OptimizeAreaGroups Results -----

    3775 tris in

    2218 tris after edge removal optimization

    2920 tris after final t junction fixing

    ----- OptimizeAreaGroups Results -----

    4 tris in

    4 tris after edge removal optimization

    4 tris after final t junction fixing

    ----- OptimizeAreaGroups Results -----

    8 tris in

    8 tris after edge removal optimization

    8 tris after final t junction fixing

    ----- OptimizeAreaGroups Results -----

    6 tris in

    6 tris after edge removal optimization

    6 tris after final t junction fixing

    ----- OptimizeAreaGroups Results -----

    6 tris in

    6 tris after edge removal optimization

    6 tris after final t junction fixing

    ----- OptimizeAreaGroups Results -----

    7 tris in

    7 tris after edge removal optimization

    12 tris after final t junction fixing

    ----- OptimizeAreaGroups Results -----

    6 tris in

    6 tris after edge removal optimization

    8 tris after final t junction fixing

    ----- OptimizeAreaGroups Results -----

    4 tris in

    4 tris after edge removal optimization

    4 tris after final t junction fixing

    ----- OptimizeAreaGroups Results -----

    12 tris in

    10 tris after edge removal optimization

    15 tris after final t junction fixing

    ----- OptimizeAreaGroups Results -----

    10 tris in

    8 tris after edge removal optimization

    12 tris after final t junction fixing

    ----- OptimizeAreaGroups Results -----

    10 tris in

    8 tris after edge removal optimization

    12 tris after final t junction fixing

    ----- OptimizeAreaGroups Results -----

    9 tris in

    7 tris after edge removal optimization

    7 tris after final t junction fixing

    ----- OptimizeAreaGroups Results -----

    2 tris in

    2 tris after edge removal optimization

    2 tris after final t junction fixing

    ----- OptimizeAreaGroups Results -----

    32 tris in

    28 tris after edge removal optimization

    28 tris after final t junction fixing

    ----- OptimizeAreaGroups Results -----

    8 tris in

    8 tris after edge removal optimization

    8 tris after final t junction fixing

    ----- FixGlobalTjunctions -----

    ----- WriteOutputFile -----

    writing maps/gen55/general5.proc

    --------- Game Map Shutdown ----------

    --------------------------------------

    ********************

    ERROR: Entity 333 has surfaces, but no name key

    ********************

    WARNING: idSession: triggering mainmenu watchdog

     

     

     

    I get more triangle and node warnings, i have no idea where entity 333 is, and at the end watchdog... something

  8. (I have a little problem, after playing around with a worldspawn object i forgot to name it back, saved and dmapped... i could not load the map so back to DR i saw that every brush was yellow... i named the brush i forgot back to worldspawn, i got an error but everything seems to be normal but i still cant dmap and load the map in DM. Is there a way to fix this? Please help me :rolleyes:

     

    Edit: if not its not so bad because i am saving very often but its still a lot of work)

     

    edit2: NM, started from a previous savepoint

  9. You can ignore those first two warnings. Too many verts on hammer02.lwo is something that a modeller will have to fix, but the model can stay in your map; nothing will break on account of a single bad poly. :)

     

    ^_^ thank you that makes me feel better. Everything works just fine, i cant beleve how great this mod is. Installed > works^^ I maybe on time for the christmas contest...

     

    Edit: heh nice

     

    bevelfinished2.jpg

  10. Thanks for the fast answer AluminiumHaste! ;)

     

    Open up the console after you are done testing your map. Type in: condump filename.txt, the file will show up in the Darkmod directory.

     

    ok....

    "WARNING: node without a volume" ??

    "WARNING: backwards triangle in input!" Something is inside of a patch?

    "WARNING: ConvertLWOToModelSurfaces: model models/darkmod/weapons/hammer02.lwo has too many verts for a poly! Make sure you triplet it down" should i remove the hammer from the map?

    and some could not load image warnings

     

    EDIT: I've already put a feature request on the bug tracker so that we can get the create bevel command working like Simple Patch Mesh. Right now create Bevel creates a bevel always in the same orientation so as you noticed that sucks when you have stretched out a brush and have it lined up properly, just to have the Bevel all weird. You just have to rotate it and squish and stretch it to fit for now.

     

    ah yeah after squishing and stretching :D it works just fine, thanks

  11. Hi again, i have 2 questions.

     

    First, i am getting a few red warnings everytime i am testing my map but i cant read them because they are going by to fast. Is there a log file where i can check them? Ah and the map is starting normally.

     

    Second, i have tried this tut "http://wiki.thedarkmod.com/index.php?title=Patches" i am at "Select Patch > Bevel" and then i get something completly different to what you can see on the pics. I am going to upload a pic, one mom.

     

     

    Bevel.jpg

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