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Carnage

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Posts posted by Carnage

  1. I have the same 'issue' as above. Once I started placing the location seperators it started doing that. I don't find it very disturbing, so I'll still release my FM when it's done. I have one source for ambient light. You clearly see that the ambient gets a little bit brighter. As far as I can see it only happens in one place in my map and then it stays that little bit brighter.

  2. Yeah I already did before I posted but it still doesn't clearly explain (for me) what I have to do with packing my mission folderwise. Everything that comes out of the dmapping process should be put into folders and nothing more? If my stairs would have do be put into a folder it will come as .mtr eg. when I'm dmapping? If it doesn't then it's not new material and anyone who will play the mission will see it as I see? That's how I see it at the moment, but please correct if I'm wrong.

  3. Although I'm not done yet, I already read a bit about making a FM ready for release. I saw that a lot of fms I played until now had different folders with some files in them. Could someone explain what kind of things would have to be in these folders? I created my own stairs and made a prefab of it, should this be in one of these folders?

  4. I'm working on a mansion mission, with a bit of outside areas as well. The complete story will be told through several missions. The campaign is called 'The Sons of Baltona'. I think I still need a few weeks to complete the first part. Must say that I'm asthonished by the possibilities of TDM. Everything I want in my mission can be done in a certain way. Will release some pics when I'm satisfied to do so, sorry :).

     

    Building: 99% done (the unfinished 1% is for new ideas I get on the way)

    Sound: 100%

    Visportals: 100%

    Texturing: 100%

    Lights: 100% (incl. switches)

    Doors: 99% (Still need to attach some keys)

    Story: 90% (It's done on paper, now I'll just have to put it into readables)

    Object placing: 10% (working on that at the moment)

    Objectives: 10% (Objectives are on paper, but not in the mission yet)

    Loot and keys: 0%

    AI: 0%

     

    Who would like to beta test my mission when it's done? Cheers

     

     

  5. Well if I set the path by right clicking the icon on desktop to

     

    "C:\Program Files\DOOM 3\Doom3.exe +set fs_game darkmod"

     

    "C:\Program Files\DOOM 3\Doom3.exe" being the path to my DOOM 3 folder

    I get a error that tells my that the folder don´t eksist sad.gif

    So what am I doing wrong?

     

    You have to put the +set after the quotations. So it would be:

     

    "C:\Program Files\Doom 3\Doom3.exe" +set fs_game darkmod

     

    Then it should work.

  6. Well I was busy and well on my way with building my mission, when all of a sudden all the objects I created were gone. I quit, without saving, restarted and reloaded my map but the objects (beds, torches, doors, etc.) are still gone. Is there a button I accidently touched that hides all the objects or is it something worse? Visportals and walls are still there but everything else is gone. Anyone has an idea what went wrong?

  7. It depends on the location and what effect you want. If you are looking out from a castle high in a mountain then the sky with the dark ground might do. If you are looking out onto a street then you need to build the street or use a custom sky texture with a street. The only one I know of is the one used in chalice. If you build the wall say 4 feet high then the sky brush wall sits on top of that but pushed back to the thickness of the wall you want. You'll learn a lot faster by looking at existing maps. This is exactly how it is set up in the Chalice yard except for the heights of course. The sky texture works in such a way that the player has the illusion of looking down over the wall when in fact he is looking at a brush a few inches in front of him.

     

    Thanks for the answers, it's becoming clear to me. I'll take a look at the Chalice and how that is built, because I think that's what I want. If it's not too difficult for a beginner of course. I'll just make another back up of my existing map and will try some stuff.

  8. If you mean can you build a big box with sky at the top then build buildings inside it into which the player can go in and out then yes that is possible but you are likely to get performance problems so not for the beginner plus no internal leaks will be reported giving even more performance problems. I don't recommend it except for the advanced user. If you want open areas then build them as rooms joined together. A street or a yard is just a 'room box' with a sky ceiling. If you can't visualize how these go together you should study some of the existing maps such as chalice and outpost and patently_dangerous which all have sky.

     

    Yeah that's what I meant, so that's a no go. Okay final question about sky, and then it's completely clear to me. I stand on a balcony and I can look over a wall. Do I have to place a wall behind the wall I'm looking over with a sky texture on it, or would I have to place some house textures and streets to make it more realistic. I can't really explain very clear in words, but what would be the most logical thing to place behind a wall a player can look over. I hope you understand what I mean.

  9. Could someone explain a little bit more in depth how inserting a sky works? What if I have a balcony, do I have to make a room and remove all the walls and texture the ceiling with a sky brush? When I create an outside area and the ceiling needs to be higher than the walls, will this not cause leaks? As you can see, I don't really understand everything, if anything, about skies. An in depth step by step guide to insert skies would be much appreciated. Cheers

  10. This is likely because you are launching Dark Mod using tdmlauncher. Instead, create a shortcut directly to Doom3.exe for developing and testing your own FMs then the point file will go in your map folder. Just use tdmlauncher for playing FMs.

     

     

    Could you explain how to do this please? Would this solve the leaks as well? I'm quite certain that I don't have anything outside the void, except for wall brushes, but it still gives a leak warning.

     

    Edit: I do have metal gates for a balcony outside the void, and I haven't build anything else outside yet, so could it be that this causes leaks?

  11. Just read them last week and must say they are really good. Very thorough reviews without spoiling too much details. Reading the review of TDM, it shows that the beta of TDM is already really good and that it can only get better. Keep up the nice reviews sneaksy.

  12. Very nice mission guys. I really liked it. It was short, completed it on the highest difficulty within 30 minutes but still really good. I'll try ghosting it next, still missed a lot of loot, so I'll be looking for that as well. Sonosuke I saw the mission complete screen, so that has to be a problem on your side. Didn't had any performance issues, it was the first mission I played without any stuttering, except for the pause when I'm opening doors. I don't know if anyone has a tip for that, because the solution mentioned in the wiki doesn't work for me. Keep up the good work everyone, all the missions have been amazing so far.

  13. Did you perhaps change the fs_game folder in Dark Radiant? If so, it cannot automatically find the prefabs folder because it is inside the darkmod folder. But you can still navigate to it. When Dark Radiant says it can't find the prefabs you just browse to the correct folder. You can also set a shortcut there so next time you just click it.

     

    No I didn't do that. The whole prefab folder was gone. I think I deleted it without me noticing somehow. Probably was late at night after going to the pub tongue.gif . Anyways it's working now. Now I'm going to try to complete my mission before I'll leave for my Australian backpacking trip, it's gonna be close...

  14. ok here is a short tutorial for you smile.gif

     

    asdeo.jpg

    (rooms are in z view)

     

    first create room 1(create a brush -> make a room), then divide its right brush into 2 parts for door hole. Then create 2nd room and delete its left wall. so, it'll share the first room's wall. Then assign different textures for walls by select one face of a brush (use ctrl+shift+left click). then assign your texture to it. As you can see, there are 3 different textures in the right brush of room1.

     

    Thank you very much, pictures say a lot more than words it seems ;). It worked and I think I can manage a lot of things by myself or re-reading some parts of the a-z guide. Thanks for all the replies guys.

  15. Thanks for the replies guys. It still not completely crystal clear, but I'll certainly go try the things you all suggested. Sorry for opening a new thread about this by the way. If it is possible the messages from this thread may be placed in the official thread.

     

    1. The problem here is that a side wall of one room can still be seen in the wall of the other room. Will the overlapping be deleted when I compile the mission? To be clear, I deleted one wall (the one that would share the wall of the other room) but to fill the gap I had to move the existing walls, floor and ceiling. The texture of one wall (because it is in the middle of the other room) can be seen in the texture of the other room.

     

    2. This one is clear to me.

     

    3. When I select the wall as described in the a-z, the whole wall will get the same texture and not only the outside or inside. I'll go through it once more though, because you all say it is clearly described.

     

    4. This one is clear to me as well.

  16. First of all I want to apologize if these questions are already described in depth in the wiki (A-Z guide, etc.), but I couldn't find them, not in depth at least.

     

    1. I've got some problems connecting rooms. When I connect rooms the textures of the two rooms overlap each other. If they don't, then there is a gap, which causes leaks obviously. Could someone explain how to do this properly? I did what was described in the A-Z guide but it doesn't have the desired effect. I don't want a corridor, like described in the guide, but a room directly connected to another room (a door is between them).

    2. What is the best and most simiple way to create stairs leading to a floor above? Is it the same as texturing around a door (clone wall, ceiling in this case, and then do the curtain method), or completely different?

    3. Is it possible to have two textures on one wall, ceiling, etc., if so how? For example if you have two floors a texture for the ceiling on the first floor and one for the bottom on the second floor. Another example is that you have one wall but that you have different textures for inside and outside. That you have wall covering on the inside but just bricks on the outside and that on the same wall.

    4. I don't really understand how the electronic lighting is done. I understand that it doesn't emits light by itself and that I have to place a light (rmb, place light) somewhere close to it, if I understand correctly. What is a normal place to put it and what should the brightness be. I do not really have a good feeling for this.

     

    These are things that really obstruct me to continue building my mission. I might encounter more problems on the way, but these are the ones I have at the moment.

  17. Well what can I say..... It's amazing! The atmosphere is great, a real Thief like mission. It took about 15 minutes (after I cleared the streets and all the things I could enter) to find out how to get of the streets, which is quite okay. I hate missions where I have to walk around too long to find that one thing, but that wasn't the case. One part is also really creepy and that's saying much, because I didn't shiver when playing FEAR and other games alike but I did with this one. I'm not gonna say anymore about that because otherwise I'd would spoil the fun :). Good job on that as well. In total it took me about 1 hour and 15 minutes and got about 1,600 loot. If this is going to be the quality of other FM's as well, I'd say keep them coming :).

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