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Posts
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Everything posted by Oszkár Winkler
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Thank you for The Dark Mod! It is really great in all means!
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Thanks for your advice but as far as I know myself, I always do some minor changes even before my final releases. So it will be a complete campaign, not a "mission by mission approach". :laugh:
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Anyway, I still can publish my campaign in little parts, however the feeling would be different, so I guess I won't do it that way. Yes, I know. There is a hard road ahead of me. I already have mapping and game designing experiences (just a hobby), but this will be a hell of a ride! I was always crazy, so don't worry. Sometime I will finish it. Even if it takes years.
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This is good news. Then I begin my story right away! Probably I will ask many questions here because time is a factor. If I have to find out everything by myself, my project would take years to be finished. I prepared everything. Story, characters, etc... but this is not official information yet. Oh! I didn't find any real videos in the currently released FMs. It is possible to change the briefing screen to a video right? And can I connect my missions and videos for my whole campaign? So finally we get a PK4 which contains 5 missions and videos?
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Hm... so TDM 1.0 is really a beta version. Is it a good idea then to begin a whole campaign for TDM 1.0 right now or should I wait for a "more final" update? Sorry for my stupid questions.
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Not definitely. If I plan a combat situation that works with the old system but fails with the new one, I need to have the old scripts. What happens if I only have the new script? I mean, if I had the old one but lost it and the update contains only the new. Does the team have an archive base? (just for me?)
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An important question: I design a mission with the current (TDM 1.0) combat and/or environment system. Then the developer team changes how these work. Is there a way to keep the old systems for my FM?
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You are right. Sorry.
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I didn't find any undead creatures in DR. Where are they?
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skull_pork.lwo
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Entity based light sources do not emit light in DR. Will this feature be available in a further version of DR?
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You mean it is not a bug then?
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Thanx. - Is it possible to use a brush on another brush as a clipper? I could do this in Quark --> saved tons of plus work. - I found a bug in DR. A model's (skull) origin is far away from the object's center.
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I'm using lots of bevels in my maps, and it is hard to position the textures correctly to other walls' textures. Any suggestions?
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Thank you, this did the trick!
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Hm... I guess I understand what you are saying. What about connecting brushes with each other? I split a cube with clipper into 8 different pieces than I reconnect some of them... If the connection remains convex than it is possible right?
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Is it possible to add more editing points to a brush without using the clipper or patches? For example: There is a cube (8 editing points) and I add one more editing point to it. Editing point = verticle
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How can I resize a model?
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Szia! Nahát, nem is gondoltam volna, hogy magyar szavakat is fogok olvasni ezen a fórumon. Csak nem a fejlesztők egyike vagy? Amúgy szerintem igazán kellemesre sikerült a tanuló pálya. A fényerő beállítás részleg pedig kifejezetten hasznos. Egy hatalmas kiegészítőlemezen kezdtem el munkálkodni. Már minden ki van találva, meg van írva (történet, karakterek, pályatervek, stb.) és itt teszem fel a kérdéseimet a srácoknak. Ők megválaszolják, én meg beépítem a küldetésekbe az egyes elemeket. És nálad mi a helyzet?
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I'm using lots of bevels in my maps, and it is hard to position the textures correctly to other walls' textures. Any suggestions?
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Wow, this works! Thanx!
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Could you post me that map file if you can rescue it, please? I'm a beginner with DR, so any help comes handy. Thank you!
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I know that, but if I use an object and give it a spawnarg called "health" "20", that won't do anything...
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If you don't mind, I will ask questions about Dark Radiant here. My first one: How can I create a wall that is breakable with the sword?
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Ups... sorry. I'm stupid again. My "ambient_world" light was in the void. No more leaks, yes! However if I "generate" a real leak, than the CTRL+SHIFT+K (next leak spot) shortcut doesn't show me anything. How can I check my maps than?