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DeusXIncognita

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Posts posted by DeusXIncognita

  1. Is this a Windows problem with 8.1?

    Its not, I am having Windows 7 and also the same problem, no idea what causes it, but most of the times trying to download more than one mission at once will hang up on the second mission.

    Downlaoding one after another, even without exiting the downloader will work fine though in my case.

  2. He can...?

    Not always, sadly.

    Candlesticks are an example that one might learn to work with over time (but not always, when there are things around it, its quite hard).

    The cause of this is the following I think:

    The moment you take something in your hand, the engine grabs it from its place - and tries to move it to your standard holding distance and height.

    That means, if you are near that standard distance and height, it works. If not, you can get clatter, things flying around, etc.

     

    If thats the cause, it might be nice if what you grab could be grabbed exactly as you frob it, with you then working from there, but I am not sure if thats possible.

     

    One annoying example i haven't been able to get right in any way is planks

    (For example at the beginning of "Trapped").

    When several are next to each other, when you pick one, the others make cluttering noises, or the one you take, and sometimes even fly across the room (I think that planks maybe have just not enough weight.

    The stones in the "Trapped" mission are quite easy to move silently, but due to their weight they don't move fast

    )

     

    Overall in most cases its learnable, but not intuitive, since you have to be ion the right distance for the grab, and not only be careful after you "attach" to an object..

    • Like 1
  3. I think that when everyone you know who worked on it bows their head like a berated puppy when you bring the game up, they know what they did.

    I was pretty hyped for Thief 4.

    But when i saw parts of it being presented by the development team, things happened.

    First there was something proposed with XP earned by killing. That was cut from the game I think, but even that it was proposed made me think twice about the developers - and thus about the game.

    Then there was the showing off of... don't know I think a lead developer or something. Talking about the swooping mechanism. In itself I didn't like it, and then the guy was always talking about how "powerful" it is. A developer... Trying to sell me on how powerful he made a feature?...

    Noclip is superpowerful in thieflike games, why didn't they implement that as a skill?

     

    To me there are enough hints, that not only the money was the reason for problems with Thief 4, the developers definitly played a role with that, in not thinking consequences of decisions through at the beginning.

  4. I know that error - its all missions.

    There is a work around somewhere hidden in the forum - well not really a workaround.

    I had to use that to have somewhat decent gameplay.

     

    In essence, you change the commands, so you have two quicksaves with one Key, that save alternating. So when you crash with one, the other is still intact and hopefully not that far behind.

    If I pieced it together right it works thus:

     

    you open Darkmod.cfg

    There you find:

    bind "F4" "savegame quick"

    after that you insert (or change, not sure anymore)

    bind "F5" "exec quicksave1.cfg"

    Additionally you create two txt files, one named quicksave1.cfg, the other quicksave2.cfg (be sure that there is no.txt behind it I think)

    In the cfg files you have the following content:

     

    quicksave1.cfg:

    savegame quicksave1
    bind f5 "exec quicksave2.cfg"
    bind f9 "loadgame quicksave1"

    and in the other:

    quicksave2.cfg

    savegame quicksave2
    bind f5 "exec quicksave1.cfg"
    bind f9 "loadgame quicksave2"

    This way every save changes the savegame, and also the game that will be loaded on quickload, and you can easily play with one quicksave and one quickload button, that alternate two quicksaves.

    When you crash on save and the savegsame is corrupted, you fal back on the older one.

  5. I am not yet really familiar with the method, but there is a good description on how to make something inside a container unfrobable:

    http://wiki.thedarkmod.com/index.php?title=Containers,_Chests,_etc.

     

    EDIT: It seems the link (although copied) doesn't work right, so here the text:

    [You can also find it by searching "frob" and "chest" in the wiki, 6th entry I think]

     

     

     

    In addition, the above prefabs all have a atdm:target_set_frobable clip brush inside to disable frobbing of loot out of a locked chest. Strictly speaking the body and lid block this anyway but it has been known at certain angles and situations depending on the item size and position to accidentally frob an item out of a closed container. So I play it safe and include the atdm:target_set_frobable. Just drag out a brush to almost fill the interior, give it clip texture and right click in ortho grid view for menu and select 'create entity' and choose: atdm:target_set_frobable entity. This disables frob again if the player puts something into the box too. If using this method you also need to add to BOTH body and lid:

    "immune_to_target_setfrobable" "1"

    Otherwise, the chest becomes unfrobbable.

    The atdm:target_set_frobable is controlled from the LID not the body by adding:

    "trigger_on_close" "1" [so it also triggers it when you shut the lid] "target" "JewelleryboxFrobControl_1" [name of atdm:target_set_frobable clip brush.

     

     

    • Like 1
  6. The briefing says as much: find an alternate way in. Some folks have found that easy to do, others have not.

    I think the difference is, if you think that this tunnel is the entrance to St. Lucia.

    There are not many hints to that, if you are new to The Dark Mod.

    While an experienced player easily makes the connection between builder guard and church property, an inexperienced player does not automatically do that.

     

    And there is no automatic visual path of sight to St. Lucia before entering the tunnel I think.

     

    So a player could think, if he doesn't stumble on the alternate path before going into the tunnel, that the alternate path comes somewhere after the tunnel.

    • Like 1
  7. Are there humanoid AI in the area you're teleporting him to?

     

    If not, place an AI->AAS_flood->aas32_flood entity on the floor of the destination. This generates AAS areas in the destination rooms, allowing pathfinding to work. With no AAS areas, he'll just stand there when he arrives.

    Great!

    Had I just put a dummy there to test something, I would have saved so much time... Well, it helped me to get a more streamlined method working, with less entities and triggers around, so something good came out of it.

     

    The aas32_flood entity worked wonders :-)

    Thanks.

    Good to know that AI needs access to an area, for aas to be created, too.

  8.  

    I'm pretty sure only the citywatch have pauldrons built into the model, but there is a version without the pauldrons that can be used instead (or you could make a skin and set them to nodraw).

    One of the Elite Non-Citywatch guards has them too, but all the others are enough to work with.

    I am not quite far enough yet, to work with the skins, but if it is necessary and I work it out, I will try that, thanks.

     

    Another question:

    I am trying to do a patrol route, that leads one of the AI "out of the map" (actually in another part of the map the player has no access to.)

    I tried doing this via the "atdm:teleport", and tried several ways to trigger this. First I tried switching the path the patrol is on, then I tried having the path linking to the path in the "outside room", with the last path corner triggering the teleport, then I tried inserting a wait after the last path corner, but whatever I do, the AI gets teleported and then stops dead, not continuing on any path, seemingly no matter what I try.

     

    Has someone any idea what the problem might be? Or maybe a workaround? (I will try some other ideas for workarounds, but I really would like to get the AI to teleport and be able to resume their patrol from there.)

    Could it be the teleport itself that is the problem? Somehow stopping the patrol?

    I am out of ideas at the moment.

  9. I think it's said in the description of the entity, that you have to set this key. And getting the error is much better then letting the code ignore this stuff and you wondering why the trigger is not working ;)

    It doesn't exactly say that in the description:

     

    The description says:

    Variable sized repeatable trigger that only responds to a specific entity. The entity to be triggered must be named, targeted entities are ignored. Only works on entities that can enter trigger under their own power...if player drops them, there is no effect.
    The basic time between firing is a random time between (wait - random) and (wait + random).

     

    I guess there was a language barrier coming into it too, as I thought "The entity must be named" meant that the entity must have a name, but now I think it means that the entity that triggers it must be named in the key.

    Maybe just add in the description, that the property 'entityname' has to be set for it to work, with the name of the triggering entity as value.

     

    You are of course right, that the error has the nice benefit of letting you know you forgot something. But then it would be better to get that in the dmap already, not when starting the map I think. (might not be possible, because of how things work though, I don't know about that)

     

     

    The description of the entityspecific trigger_once is even more vague on that subject:

     

    Variable sized single-use trigger that only responds to a specific entity. Must be targeted at one or more entities. Only works on entities that can enter trigger under their own power...if player drops them, there is no effect.

     

    The basic time between firing is a random time between (wait - random) and (wait + random).

    Here it says it must be targetet at entities, not that you have to set the key 'entityname' (you get the same error at map start).

    Maybe put it in the description here too, then the one working with it knows how the name of the key that is to be set is (instead of finding out at map start).

  10. The easiest way is probably to use existing pauldrons that are already set up with def_attach values. If you look in props_wearables.def, (I think that's the one) you should find some examples. I can't quite remember what the name of the attachment point is for them, but if you check out the def file for the builder guards you'll see an example.

    Thanks, that works wonderful for people that already have pauldrons attached this way, and people without pauldrons to begin with.

    Not for guards with paulsdrons worked in the model already, but thats okay, there are quite a few others to work with.

  11. I tried to use a few entity specific triggers, to make an interesting path network.

    Not working right yet, but before the map loaded I got an error:

     

     

    idTrigger_EntityName 'trigger_Entityname_1' doesn't have 'entityname' key specified

    There was also the position mentioned.

     

    That was of course solved by including the entityname, to specify the entity that should trigger this Trigger.

    But since the 'entityname' property wasn't set from the beginning, nor was visible in the inherited properties, but is required with this triggertype, I thought to mention it here.

  12. I am thinking of attaching some armor to a guard.

     

    I just couldn't find details about it anywhere. There is something in the Wiki about binding things, and I found one very old thread (8 years or something) on it saying thats the only way it can be done, so I just wanted to know if thats still state of the art,

     

    Or can I switch pauldrons with some "def_attach" or the like?

    Otherwise, could I remove existing pauldrons? Or would I have to chose a model without pauldrons to attach the ones in "entity - darkmod . props - wearables"?

  13. What are you full system specs including OS & drivers.

    Long time since I posted my specs somewhere, so give me a hint if I forgot something important:

     

    Model: HP Pavilion m6 1000 sg

    Processor: Intel® Core i5-3210M CPU @ 2.50GHz (4 CPUs), ~2.5GHz

    Memory: 8192MB RAM

     

    Operating System: Windows 7 Home Premium 64-bit

     

    Graphics Cards: Intel® HD Graphics 4000 (Driver Version 8.933.3.3000) / Radeon HD 7670M (Driver Version 8.933.3.3000)

    [The graphics drivers are the latest drivers from HP for this model, they are quite dated though (2012). Because of the switchable graphics cards though, I haven't used other, more recent drivers.]

  14. Nice mission, made for a few enjoying hours. Performance was a bit on the bad side sadly, though I definitly haven't a really powerful machine running this.

     

     

     

    The bank was a bit luck based, but then nobody forced me to try to more or less ghost it. That was unrealistic anyway, with the guards blind to me crouching in the vault, the safes open, etc.

     

    One major downside was for me, that I didn't see the House with the parents of the girl. After reading about it here, and having checked everything, I finally opened the map in Dark Radiant to find it. After knowing where it is, I found it. But when I was directly in front of the door, without it highlighting (not aiming at it) - I couldn't see it either. That door could have used a bit more lightning I think, to make it easier to be seen. Maybe it was illuminated by the candle across the street with the trunk, but I took that out.

     

    The window that was enterable had a bit light nearby, to make it noticeable, although it wasn't clear that it would be enterable.

     

    Well I made sure the parents knew what happened, left them the doll from the spider lair besides their bed (where the big trophy (or what it is) stood). Also left an imaginary note in the diary.

     

    I also had problems noticing a few of those crates that opened to the front, although at least one was "advertised" by a readable.

     

    One open question for me: How did the girl vanishing from the docks, and the other vanishing people, end up down there? I mean the accesses I had were all pretty guarded,

    Is the story behind it "Spider escapes from warehouse, "kidnaps" people / girl, drags them to new lair through hidden tunnels?"

     

     

    • Like 1
  15. I can't remember what difficulty I played on, but what I remember is that:

    That one guard - when approaching him, I didn't realize, that the church is around that corner, and following this: that this point is the main entrance. For me it was just another passage, leading to another area. As it was my first mission in TDM, I didn't know that the missions were generally a little more compressed, and was expecting more city part before getting to the church, and especially seeing the church before getting to its entrance.

     

    After I was noticed by the guard, I tried to get as close as possible, as I was expecting some sewer access in front of him, or some other secret access to the sides of it. Found nothing there of course.

     

    So what I think would make a good change, is when that point is either advertised more, or redesigned so that you see the church before going further in.

    One way could be, that the passage is remade with a bit more corners. From one of the bendings you could then have a glimpse (through a grate for example) to the church, when the streets are no longer in view. After that, the passage as it is now could then be set beyond that point, as it is, because it would then be easy to know that there will be guards in front of the just seen church, and exposing yourself to light there is definitly not a good idea.

     

    Maybe also a voice that comments when you pass the grate where you can have a glimpse of St. Lucia.

     

    I think that would have helped me realize more that the entrance is just around the corner, and that I have to search for the alternative entrance before coming here.

     

    Or a good map of the surroundings might have helped also, marking a few points of interest (I don't think I had one), from which the player can deduce that he is about to get to the church after the bending with the guard.

  16. Interestingly enough, I can't exactly remember how it went. Thats quite unusual for me, especially since it isn't that long past.

     

    As I pieced it together:

     

    I finally played through the first two Thief games (not owning them myself, some issues with progress in the first one, issues with modern computers and most of all: having problems getting the videos to work always stopped my other attempts. Although I liked the world, since some time after a friend introtuced me to it. Also they were made by great developers.

    That was somewhen in 2012 I think.

     

    Deadly Shadows I had played through around when it came out, aware of all its shortcomings.

     

    [After that, somewhere along the road, GoG bundled all those, and since that made avaiable versions, working on modern computers, and also the original english version, they had to be mine]

     

    Sometime later in 2013, i was researching the atmosphere of Thief again, for inspiration. Needless to say the bought games came in very handy here, and it resulted in another playthrough. and as it happens:

     

    The nostalgia hit home, as it comes up every so often when I mourn the times when really good games were made. And somewhere in my head a voice said, that there was another thief game in the making, since I rememberred that from something said in connection to Deus Ex. Human Revolution. I had seen small previews of it, but was not really following it (I promised myself not to get my hopes up). So I did a quick searching around, watched a few videos, was sceptical... and along those searches, readings, videos, ..., longing for a thief fix, somewhere, I must have stumbled over the dark mod.

    i can't remember where it was.

     

    And not too soon. Not owning Doom 3, I think I just found it when it went standalone. (My installation hints to End of November 2013)

    Playing the training mission, I was hooked after seeing the object manipulation. It was wonderful, in the connection with everything else, but that was the part where it hit me.

    I haven't touched the "other" Thief with a 11 Foot Pole since then.

     

    I remember linking TDM to a friend with the words:

    Its not Garret - but its definitly THIEF!

    • Like 2
  17. Another nice mission, thanks, that was interesting to play.

     

     

     

    Following these two was fun (although I screwed up on first attempt, because of one light on my side of the metal bridge - alerted the two gamblers, and the following jumping around, the water and finding a niche there took me too much time when I tried to further follow them.

    A bit linear, so there was never any guesswork where they have gone now, but I that is an issue of TDM not well supporting maps of the size of "Assassins" (I think that was the one), and also the City being very detailed, in contrast to that mission.

     

    Fun details with the guy thumping the door (and I think later finding the explanation for that?), the small conversations, and the actions along the way.

     

    After arriving though, it got a bit "normal". Very crowded though that hideout. After some time looking, I decided that hoping on blind movement to not be detected is not a good idea and started taking them out. Stored a few on the small ledge over / under the stairs.

     

    Wanted to creep in the inn part, but was seen, resorted to my one Gas Arrow I gave most of my money for (they are always so useful :-) ) Of course one of the three (Nell) refused to step into the Gas. I wanted to move backwards, but seemed to be stuck on some equipment some of the guys dropped, which is why then Nell saw me, attacked me, and I couldn't get out. Had to kill her, with just an inch of my life left, but since I attributed that to game "quirkiness" I reloaded it. I am telling it because it influenced her later fate in my playthrough.

     

    Later I carefully managed to take each of them out with the blackjack (and many Water arrows)

     

    In the basement I took out all, and finally locked ALL of the bodies, besides Nell (who knows what ideas that people have upon waking up), in Monroes (i think?) Room - that was quite crowded. Sadly it seems to have been too crowded. In the mission final screen I saw I killed someone, checked back to notice it was the lowest of four guys I stacked on the bed. Is it possible for bodies to be killed by too much other bodies on them? Or did I drop him badly? I have no idea what can have killed him.

     

    Since I checked everywhere, and couldn't find out how to get into the safe, I tried backtracking and looking through the city for clues.

    Luckily my safegame crashed when I was out of the sewer, so I took the moment and look here.

    1) I saw that there IS a timelimit even on Shadow difficulty. (I had thought there isn't, from the wording of the description of each difficulty)

    2) I saw that the key is in the room I already checked, and checked quite well I thought. But I checked pillows, and since none were moveable, I didn't bother looking under them.

     

    That prompted me to rush back after loading, and after that the mission went on easy, taking the key, taking the treasure, closing up again, taking Nell, getting out of there, hearing steps, letting myself pass at the stairs, robbing the room they negotiated in, trying to get out via sewer (then reloading, though nothing to do with the mission itself, but with carried body mechanics), moving out through the streets, taking down another two people of the gang for a lesson, dragging Nell silently through the water, and finally getting out safe,

     

    Nell might be blamed for the robbing, or maybe I can convince her to work with me. Might be a bit risky though. Wasn't sure about that on exit, but the extra bit of difficulty of moving out with her was fun.

     

    Three major things were a bit problematic in the mission:

     

    1) Includes a question: What should happen when Larkin and the other get to the safe room after its robbed? Somehow the one with the red cap was quite behind the other, and there seemed to happen nothing but them getting out again, and then repeating that (going down, going out, repeat)

    Finally they got stuck outside with one going in circles.

    Somehow that all was a bit boring, i took extra time to load and wait by the safe if something would happen, but nothing of that.

    Sadly they also didn't note all the missing guards, but thats a TDM limitation I think.

     

    2) Some low height lights. show that my visual height and body height are quite different. I was fully lit when approaching them crouched, although I seemed completely in the shadows when approaching them at my height.

    Particular noticable it was in the Bedroom (with the key), at the desk. While my vision was completly blocked by the desk, I was fully lit up, and my shadow (full head and I think some shoulders) was showing up on the ground.

     

    3) Has nothing to do with the mission, but I noticed it very often in it:

    Corpse / body handling is making me puke.

     

    When trying to put them on the small ledge to push them under the stairs leading up, one always fell down (maybe thats what killed him? But I am not sure it was this one). Also while pushing them around they made and awful lot of sound. And sadly it was not possible to directly drop them in the small spot below the stairs leading up.

     

    Which leads to the next point with the bodies: So often there "is no place" to drop a body, even if the area in front of the player is free (okay there were other bodies on the ground, but it should be easy to drop one other "in the air" so it drops down on the others (the few centimeters).

     

    Also: It is impossible to jump to a height when carrying a body, that I would be able to reach by just taking a step. That was frustrating on some parts on the way out. While moving through the sewer for example, I could not cross the ledges by going on the sideway while carrying a body, I had to jump on the small pipe in the middle to be high enough to get over it (was again stepping height)

     

    And last, not that important: i finally got stuck with the exit pipe being too high to take a body with me. Sadly we cant just push someone in, although we are carrying the person at the appropiate height already.

     

    I wish we could manipulate bodies a bit more like objects (keeping them in front of us and arranging them), but of course they are not stiff, so that would not be that easy,

     

     

    that said, I had fun running that mission, and I enjoyed it much.

    I really like it, when some game makes me make "extra objectives" that just come to me because of playing (like locking everyone in the room in the basement)

    Hiding bodies below the stairs leading up was fun too.

    So thanks :-)

     

    [i didn't get the reference some were mentioning, which mission is it referring to? And what is it that refers to it?]

     

  18. I finally got around to finish this mission.

     

    I once started it at the beginning of having The Dark Mod installed, but it was too frustrating, with the AI always noticing me, hearing a step, etc. at the very start of the mission. Of course that had to do with me insisting on using the hardest difficulty.

     

    So when I started it again, quite a bit later, i thought about what to use, but again used the hardest one - and ahd no big difficulties at all. Either TDM changed (with some things changeable), ot I changed something without noticing, or I just got better (now knowing how to creep for example).

     

    So I went into this enjoyable mission.

     

     

     

    The way to my contact was a bit frustrating, but only because I wasn't sure I was moving in the right direction, because few streets had signs, and the way had many corners.

    After getting the map, I managed to get to the back entrance an unusual way (from what I read here): I climbed up were the planks are, but not using the planks, but climbing up to were the tree is, then up the tree, then on the wodden fence. From there on the metal fence and to the back door.

    Then I made my way in, carefully snuffing out candles (and removing them / laying them to the side, for fear of them being relighted).

     

    The basement mademe cringe, that really set the story athmosphere for me. Usually, I kill such guys. Not being allowed to do so, because it would upset the balance set a nice theme of hard choices to be made in some circumstances.

    Of course it meant, that killing his men was no option for me (My philosophy is: When I cut through the hitmen / muscles of someone, the top guy / woman dies too. After all they are the main power behind them, why should I give the main guilty ones the option to survive.)

     

    There were just enough guards, but always a manageable way as fas as I saw.

    Kicking a lighted candle down with boradhead arrows is fun, and just alarmed the card players a little.

    Found the metal chain after looking around for quite some time (the staris looked too lit for me).

     

    My objective guy was bugged though, as someone mentioned, when opening the door he stood up, but did nothing else. That was also the case when I moved in, was seen, and the guy was stuck behind the stool, drawing weapon, putting it back ...

    I can deal with Ai, but I hate to deal with bugged AI. I noticed the door in the back, thought maybe I ahd to get in this way and shot the target down for practice.

     

    After loading i searched for a way to the "back door" (I didn't know it lead to a privy, thought there was only the one downstairs). the only way was following the moving guy in the room with the card players. so when he was downstairs, i moved out...side. I did a quick jumping and climbing to the left, to search for the door. Found not the door, but the outside entrance to the attic. Reached that and moved in.

    Collected nice loot, wondered what the noise was when moving through the door, and tried to check - thought it was dangerous, but wanted to see it. Finally saw it - in the face. Then blocked it with a few packages.

    Found the way down, but sadly there was no lever up here that I found.

     

    So out again, took this chance to visit the house at the beginning were someone was knocking, heard about the attic, and finally moved in through the backdoor again, creeped slowly in the room with my target, took it (and the awaking girl) out with the blackjack, dumped him, and left again via attic.

     

    Raised a alarm when dousing a carried flame with a water arrow, but interestingly all the guards ran towards my target area instead of more in the direction of me. I used that blind spot to cross a few lighted areas, and then waited for 5 guards to come back again.

    Decided that I cannot raise a commotion closer to my contact, as that could put him into suspicion, so crept along slowly, but no problems (but wondered where they moved the horse to).

    Only at the last corner I had to wait long to find a way through, as I found it hard to find a good opening as either the one with the torch or the other one was always in the small street, and there was a lighted area I ahd to cross in there.

    Managed that finally, but was a bit frustrating.

     

    Overall a great mission, nice freedom of getting mostly were I wanted to.

    Missed a rope arrow on a few occasions, but on all there were other ways to get where I wanted to, but those were harder to see.

    I am really satisfied, and now will see how the sequel plays out (seeing it was there was the reason to play this one finally.)

     

     

     

    Edit: It just has to be said, and I forgot: Beautiful city part, I always look up City missions to find a way to make a city part myself that looks halfway decent, and this one really feels wonderful, with the noises around, the creaking signs, little corners, junk, interesting details etc.

  19. Back for another question:

     

    I am building a house and try to texture the roof. Its not exact, but most things are no problem.

    The sides of the low angled roof though, are killng me.

    The sides of the roof are thin, and low angled, and I want it to use the texture of the roof tiles, lined up a bit like the upper roof (not the most realistic, but works.

     

    Now I battle with surface inspector and texture tool to get it any way I need it, but I just can't get it right.

    Is there a way I can texture the side of a worldspawn like I can texture a patch? With the patch it seemed so easy to get it right. I am not yet at the point where I just put a patch over it to be easy textured, So I wanted to ask if there is a way to do it without that, just texturing the world spawn.

     

    In the texture inspector, I always have a thin rhombus, steeply angled, and when I try to line it up by drawing one Vertex after another, Darkradiant always moves the whole sides, so I can never set it up right.

  20. Sorry I think I gave you some misinfo. What I said was true, but it doesn't apply to those textures. I've checked now, and both are lit by the environment, neither is self-lit.

     

    When I look at them in game, the frame one is indeed brighter. This is a test map with each applied to a simple patch and lit by one light which is over the player's head. Is this not what you see?

    post-29566-0-59450800-1418754064_thumb.jpg

     

    [...]

    No, interesting enough it isn't. Although, I looked at them while there is no light shining at them [apart from a bit of ambient lightning, with 0.06 0.06 0.12, if the location worked right] (as that is the environment I want to use them in).

    post-30918-0-51680100-1418768213_thumb.jpg

    The left window is made with "frame_ornate_wallsection_lit", the middle one with "diamond_pattern02_softlit" and the right one with "diamond_pattern02_barelylit"

    (disregard the flying windows)

    The windows are not on a patch in that map, it is part of a func static, and was a worldspawn before.

    I just downloaded the newest version of Dark Radiant (I think, just downloaded it, its 2.01 from the 15 Nov 2014), and of The Dark Mod (2.02)

     

    Thanks for the lightning tips, that helps not needing to find out (for now) how to use blend lights exactly, and I guess a no shadowcasting light will be resource economic enough for now (I like to always work optimizing from the beginning).

     

    I think I am helped enough for now, many thanks.

    I will light the windows that are too dark with a no shadow casting light, the other windows should be fine as they are.

  21. [...]The glass-only version will have the words "blend add" in its material file, which means it doesn't need light to hit it to be seen, it'll always have its full brightness. The stone version won't have that in its shader, so it'll need light to hit it.

    [...]

     

    You'll see the difference in DR if you enable lighting preview mode. Without that, everything is drawn at full brightness with or without lights present.

    Ah, now that explains it, thanks a lot.

     

    I tried using preview mode, at least that way I see the not self brigtht textures in the right color, sadly the self lit textures are full black in that mode. But it helps to work with it, and not have to enter the map via game - I just forgot that mode was there, thanks.

     

    Since I have to light some windows by a light, which sort of light would be the best one to use? (the one that uses the least resources and entities.).

    Just a simple small light near the window? Or is there a form of a special light for such occasions? (I read about blend lights for example, but have no idea regarding resources used, and if it is any better than a normal light in any case, or if it is even useful in that circumstances)

    And combined with that - is it somehow possible to bind lights to a func static? Or have they always added individually?

     

    Thanks for the help

  22. You can't light up dark textures easily, but you can darken the lit ones a bit if you want to.

     

    Thanks, I remember that one for future purposes.

    It doesn't really help with my current problem (at the moment) as it isn't the problem that the textures are differently lit, but that some don't show up bright over distance, although they represent lit windows.

     

    In particular, it is the texture "frame_ornate_wallsection_lit", which in the editor looks brighter than "diamon_pattern02_softlit", but isn't that way in the game, it is less bright. I would guess because the texture "frame_ornate_wallsection_lit" is a whole window architecture, but it is used for only the windows in some prefabs, and I like the look, so I wondered how to best use that texture in a lit up way.

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