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DeusXIncognita

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Everything posted by DeusXIncognita

  1. The first complete scene I am somewhat satisfied with.
  2. Thanks, I used the other ones and just noticed that they are the same stains anyway, as SteveL said. I usually try to use the textures inside the /darkmod folder, somehow I always thought thats the most current ones, and adapted for TDM. Thats why my first instinct was to use the textures inside the darkmod/decal/blood folder.
  3. I tried to use a blood decal, and it seemed like it weren't there in TDM. So I plastered the wall with different blood decals, and noticed a few show up, a few don't (All show up in DarkRadiant, some don't show in TDM). Those that didn't show up: textures/darkmod/decals/blood/blood03 textures/darkmod/decals/blood/blood02 Those that did show up: textures/decals/smear01 textures/decals/splat11 Is there anything I have to do with darkmod blood decals before they show up (color them for example)? Or might something else be the case? (I can see the decal textures/darkmod/decals/dirt/scorch_flatbottom just fine)
  4. No idea why, but my browser is warning me when I try this link: A potentially dangerous Request.Path value was detected from the client (?).
  5. Thanks a lot! I really appreciate all your help. I was sooooo close to it, I could bite myself in the ... I had the setup, the necessary files (they were mentioned in the wiki), the folder structure, the DR Settings... But then I screwed up in how to get it running right in TDM. I tried to do it with a special shortcut, and couldn't get it to work. Then I tried other things. Thanks a lot for that description, it was really helpful, worked on first try, its fine now, and the Texture shows up wonderfully too. It will need a lot of tweaking, but its a lot better than pure black now :-) And I will save a lot of time typing kiosk/ this way
  6. That shouldn't be it, it happened with the exact copy of a functioning texture too (just renamed). And there it was, i just didn't know about the "Do not mix folder structures" rule. I think the two folders come from a try to set it up as a project (been some time ago, can't remember exactly, but i tried the first article below to set it up, seem to have made mistakes though too) My problem now is: I cannot manage to set it up as a project anywhere so its working. I tried working through pointers in this article http://wiki.thedarkmod.com/index.php?title=Startpack_Mappers%27_Guide#Project_versus_Non-Project.3F and in this: http://wiki.thedarkmod.com/index.php?title=Setting_up_a_Workspace and by now I have completly lost overview what works how, and feel a little like starting to get crazy. I have only been using TDM since its standalone, so from the start all the doom3 references are the start of making me feel lost. (I never had doom3). I try to break myself down to two direct questions: 1) The reason my "engine path" is just "C:\games" (At least thats what I found working, jusing /darkmod behind it usually had some error in the combinations) is because it was a doom3 mod I guess? 2) How would I set up a project in "darkmod/fms/kiosk", and how would I set all the parameters for a darkmod link and darkradiant link, so that it works?
  7. I tried to use some own textures (or better own material file). Sadly, when applying it, the texture is just black in the game. Because I first couldn't find my textures, I changed around my game settings in the preferences (then i noticed I forgot to rename the copied material file, and so it wasn't shown.). Thats why I am not sure if I fixed the preferences right. I have installed darkmod in c:\games/darkmod the material file is in c:\games/darkmod/fms/kiosk the map is in c:\games/darkmod/maps/kiosk In the preferences I have: Engine Path: C:\ games Mod (fs_game): darkmod/fms/kiosk Mod Base(fs_game_base, optional): darkmod I think something might be wrong with these, but I have no idea really what might be the cause for the black texture. If anyone can help me, or push me in the right direction, I would really appreciate it.
  8. I am not entirely sure I understood it right, but to me it sounds like this: To pay money to someone with a paypal account (with a credit card), you have to sign up with paypal. The point of a credit card is easy paying without further hassle.
  9. I managed to play through this today (after finally beating Heart of lone Salvation), and it is a fine mission. There are a few things I have to notice after reading this thread though:
  10. Thanks a lot, these explanations are really helpful. especially the blend types and the tip with "reloaddecls" Guess its experiment time, and being able to see differences at runtime will save a LOT of time. (I was always dmapping to try different textures)
  11. I started checking the soundshaders systematically, so far I found a few that were not working: Got as far as checking the voices in the folder "Wench" for now (soo many sound files in there) [those above "Wench" I checked too, those seem to be correct. Although the Werebeast is missing entries completly, but I guess thats because there aren't sounds for that entry yet]
  12. Thank, that looks quite well - have to look up how I can get "into" the model to find out what it is though. I was using / testing all, for example clear, clear_warp, hazy_warp, milky, milky_warp, stained_glass_clear_2sided. All did glow more or less, but the ones for stained glass windows, all of those didn't glow. stained_glass_clear_2sided makes a really interesting looking flask, sadly if I try to put some "liquid" (just a colored patch inside it) in it, it gets distorted very much. Thanks, I will try that as soon as I am sure enough on how to do it (I did look at it already, compared different definitions, etc.) without breaking anything. Its quite interesting working out how all that works. Would be nice and interesting to see that. I just found out, that I can use the _color spawnarg on most glasses, so many glasses can be made to look darker - with that they also don't glow as much when made into a flask. Combining warp and other textures slowly advances near a good effect (for me).
  13. I just found out that the problem I have isn't directly related to the texture. When using the textures on a flat surface, they look pretty good. It starts when using it on a flask, that goes all round, that it starts to really light itself. I had no idea that could happen, and hadn't used glass on flat surfaces before, and so hadn't noticed it. Still interesting that there are textures where it doesn't happen. If I find out anything more I will post it here. [if someone can adapt the Title (If i can do it myself i haven't found it) to something like: "Looking for glass that doesn't self light on a flask", it would be nice]
  14. Thanks, its not exactly what I am looking for, but definitly a step in the right direction. (After I found out that the colors are fractions of 1, was a bit weird when i tried to put in the spawnarg manually and all looked the same (150 50 50 is still full white with this one cause its over 1 - [it was _color actually]). Surely helps with quite a few effects I could want to achieve, so its very useful knowledge, thanks.
  15. (I am not sure the Thread is right here, if somewhere else is better, please move it) I try to fit a laboratory, and when using the glass laboratory equipment (The flasks) I noticed they glow even when in the dark (noticed that in other missions too). I tried to make a crude model with patches myself, and found that all simple glass textures glow from itself too. The glass windows don't glow itself, and one of them looks pretty interesting for a glass container (textures/darkmod/glass/stained_glass_clear_2sided). I am still looking for other non glowing glass though. Are there any simple glass textures that don't glow, that I might have missed? If not, can someone nudge me in a direction where I could learn to manipulate a glass texture?
  16. People who buy second hand do not even touch the creator. The game has been bought before, what happens afterwards doesn't interest the creator. Surely they are paid by pieces sold to a big store, not after the big store sells the game. Thats why sometime down the road the big store sells the game very cheap. If the one buying second hand buys a cheap copy of the big store, or a cheap copy of another buyer is irrelevant to the creator. The creators fail to see that, thats why today it is very often cheaper to buy a game after some time in the big store, than in the steamstore (with the exception of the very big sales sometimes). Writing may not be as expensive, but printing a book is more expensive than what today is included in Games. But haggling over the price is not the right way to the decide if something is right or not. The question is: Am I allowed to do with my copy as I wish, or not? Do we want to pay everytime we play a game, or do we want to pay once and then have that game to play it as we want? And when we are finished with playing as we want, can we not sell it to someone else, that can now play with it as he wants (and we now cannot anymore of course)? We can with cars, tools, furniture... So why shouldn't we be allowed to do it with games (virtual ones, we can with board games) or books?
  17. Something original always has extra enjoyment for me, and with such things I also know that it isn't easy to get it completly right on first try. That makes problems for me easier to bear. And with there being story, exploring and athmosphere on the ship, you hit all my weakpoints, I can be quite critical, but with that its hard for me NOT to enjoy it Thanks for telling, that clears up the points I still couldn't make out. I might have issues with the brightness, I had another mission recently that was WAY to dark (but others reported it there too). The brightness was adjusted with the way the tutorial map described though, and the mission itself was fine with it. Thats a nice word. Seeee Quel... Really good sound that word makes
  18. I am not sure yet I will include this sound, it was just one where I noticed it while working through many sounds to know what is avaiable. I noticed more that were not working, I will provide a list when I get to it, maybe there are more that can be easily fixed. thanks for verifying that VanishedOne. Now that I know what can be the problem, I might see typos myself.
  19. Yes, (I used the update function some time ago and the ingame hud says TDM 2.03) I checked the pk4s too, the file is right there. So something must be wrong with my installation. DarkRadiant should / can be in a different folder right? (Its quite long since the installation, I can't remember the instructions, but usually I follow them.) Maybe best if I try a reinstall or update of DR. Can there be any problems with my DR maps when using 2.02?
  20. A few sound files avaiable in my DarkRadiant give the messsage "file not found" when i try to play them. (For example in bubbling_cauldron_loop (containing sound/ambient/environmental/bubbling_cauldron.ogg) Dark Radiant is V. 2.01 x64 (Build Date Nov 15 2014, 04:41:23) I never doctored around in the files, so I ask myself what I could have done to loose them, or if they are missing for some other reason (An update of Darkmod for example, or any other possible reason).
  21. Thanks, I did look into it. Good way for a larger tower, mine is probably a bit too small to seal the stairs away from the rest of the tower, with a way up and doors sealing that, although I might do that if problem comes up. Saw the walls too, but since my standard walls for this tower are 4 times the ones of the glenham tower (32 vs 8) I don't think the slanted parts will be a problem. Good to know though. I noticed that you used octagonal shapes (or better half ocatagonal) of worldspawns (floors) in the glenham tower, did any problems come with that? (Because I haven't noticed any when playing it)
  22. I am not native english speaking, so just to have the same understanding: Square is all sides the same length right? But I understood rectangular the first time (which is 4 90° angles, right?), but that has the problem. But all my other visportals so far are rectangular, and the ones in there are not so necessary performance wise I hope, and mainly help for approximate sound propagation, instead of the sounds going straight through the roof on each floor. (I now made the shape a simple as possible.) Next time I try to build better so rectangular is possible easy.
  23. Played through the map now, and quite enjoyed it. I wouldn't have thought it possible that such a cramped mission is possible. The visual style and decorations inside the ship were wonderful. There were quite a few points taking from my enjoyment though (That of course may contain spoilers): Cause that list isn't so short, also a few of my highlights: All in all a nice mission, but not as enjoyable as it should be (because the setting is great). A few gameplay issues and gameplay hindering bugs less and it would be simply wonderful.
  24. Thanks. I have no way to make the visportal square, as it would be way to large (as far as I know visportals channel sound, so it should take the right way and not come directly through the floor.) and also reach the outside. But I made one visportal out of it, a bit larger than the two before, only cutting slightly into the room itself. Good to know about the geometry too, too late for that one, and sad for geometry that nonesquare works badly. No idea how I should do an octagonal tower with squares. Well, it will be my only one falling out of standard architecture I think, so I'll see how it works I hope. Chaos hopefully then only in that area if there is one. I take too long to decide on architecture anyway, doing it again would take too long. Nice to know about all the other things too, might help with other visportals that they trigger independant of each other even when touching (and that r_showPortals doesn't show how it works exactly.) Thanks for the help, another step solved on the way to a mission. (Damn mind, not knowing how to stop architecture from needing another house / wall etc. I will learn I hope, I have many great missions and their authors do learn from. But this point I only learn slowly it seems.)
  25. Have made screens of it, and have a bit more info: The screenshot made in Darkmod is quite dark (and made from below), but when I made it with the light on the offending part wasn't visible on the screenshot. (and the ones from above showed less of it) It was visible ingame though. Also the black part lookes like the sky IF the door below was open (and therefore a connection to the outside was there), but this also didn't make it to the screenshot. The highlighted Part in Dark Radiant is the one having the problem.
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