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PranQster

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Everything posted by PranQster

  1. Thanks all It feels good to be able to contribute something. The two main switches for operating it are to the left of the machine model, left for open and right for close. They also operate the two switches floating up high for the windlass rotation. The two main switches still need the clip brushes assigned to make each non-frobable while the other is in operation. It was nice before when only 1 switch did everything because 1 direction would lower the bridge and the other direction would raise it. That worked well when the windlass was a mover_door, but it rotated too little and too slow. As a func_rotating it required 2 switches considering everything else going on.*** I think the last trigger_multiple by the windlass needs to be made thinner because it stays in contact with the associated activator when the last chain segments are there with the bridge open. That was causing the last chain segments to repeatedly hide and un-hide, so I removed their targeting. It can possibly even be removed along with the 2 end chain segments, but I prefer to fix it so the last 2 chains will be drawn reaching the windlass. That last trigger_multiple also causes the chains to shake when the bridge is down. I actually kind of like that effect, but it was unintentional. I also want to change the pulleys for the windlass chains to be func_rotating, but they will need to be triggered in sync with the portcullis and reversible like the windlass. I ran out of mental energy last night to tackle that. Lastly I will position all switches and triggers nicely and tuck all of the ones meant to be hidden out of the way somewhere. I'm thinking the two main switches should go on opposite ends of the wooden door on the end of the wall there. ***Edit: If someone can get everything top operate properly on one switch, including the reversal of the windlass rotation, I am extremely interested in learning how to do so.
  2. I got it mostly done. It's functional in any case. The more experienced mappers will surely find ways of improving upon it, but here it is. The prefab includes the triggers, speakers and a bit of crude brushwork in addition to the bridge, portcullis, wooden door, chains, etc. The next version will be greatly improved upon... I hope. When I tested the prefab in a new map I noticed that the sounds which are supposed to loop cut in and out. But they are not important and are just there to give it some environment. I hope someone likes it. http://jdchoate.mcn.org/apps/drawbridge_prefab_01.zip
  3. Onay, atinlay otnay okenspay ybay emay.
  4. ROFL!! That is awesome! What I'm really sick of here in the U.S. are all of the pharmaceutical ads. The ones actually aimed at selling the consumer an over-priced medicine (which does more harm than good) are bad enough, but there are several which only advertise companies, meant for investors to buy stock. Those are really annoying because the ads are vague and the consumer at home watching the ad goes "WTF was that advertising??". Hmm... most annoying ads... I suppose a talking Golden Retriever who likes eating baked beans is pretty bad. Or cartoon bears trying to decide which toilet paper to wipe with. I suppose the ad I hate the most features a woman at an airport talking to random people about what laxative they should be using. Most beer ads suck too (but so does their product), Samuel Adams being the exception.
  5. LOL. That stuff is disgusting. My sister's husband uses it instead of Mayonnaise and I simply don't understand.
  6. Ok this damn thing is basically done. The last item of business is the get the windlass drum to rotate in the reverse direction. I re-read the posts concerning the observatory dome and didn't notice anything radically different than what I have happening already except for a clip brush triggering the frobable status of a lever. I currently have a trigger from a handle to activate the windlass, followed by a 'trigger_when_opened' on my bridge to stop the windlass ('trigger_on_open' is set to 0, so I'm not getting a double trigger... that would just stop it from rotating anyway). Then the handle triggers it again when I close the bridge and the bridge triggers it to stop when 'trigger_on_close' happens. Going by what the post concerning the observatory said, the dang thing should reverse direction after the first time it is stopped. Will tinker with it tonight and re-read the observatory post again... I'll load the windlass in a tiny test map and work with it until I get it to change direction. Then I can apply the same rotator to the pulley wheels too, which are currently doors and rotate way too slow. The chains themselves are 8-link sections so that they can do their disappearing/reappearing act when they are in the space between the back of the windlass and the front of the wall. I have 5 trigger_multiple entities which each target a pair of chains in turn, from front to back. 5 activators are bound to the center of 5 chain sections, front to back, each lined up with a trigger_multiple entity. I had to disable the last trigger_multiple because I made the brushes too thick and the activator for the last pair of chains stays touching it when stopped, resulting in chains which kept disappearing/reappearing. Those would sometimes be unhidden when closing the bridge because of that. No big deal since those last chains are just out of view unless you noclip up to where they come out of the wall and turn on the lantern... then you could see them end before reaching the windlass. I might remove them completely, but I prefer to leave them for the peace of mind that the chains all reach the windlass... details
  7. Yeah I got it working properly I did 'anyTouch' '1' and 'noClient' '1' The triggers are out of reach anyway unless noclip is used. I got all of the triggers, chain links and activators set up... now to test the timing and position of everything.
  8. I am confused about 'trigger_multiple' and 'func_activator'. I read a couple posts at doom3world which indicated that a 'func_activator', bound to a moving entity, would activate a 'trigger_multiple' to trigger its target(s) when it touches it. This does not seem to happen for me. I can trigger the 'trigger_multiple' manually in the game console and it properly triggers its target (makes chain disappear and reappear). But the 'func_activator' does not seem to activate the trigger when touching/passing through the trigger_multiple. What I gathered from the posts and from the 'func_activator' description was that it would activate any trigger it touches. I obviously am misunderstanding something. Edit: I think I got it solved. Somehow the posts I was reading forgot to mention 'anyTouch'. I added that and saw it trigger about 4 times over 2 seconds (default of 0.5 seconds wait... makes sense). Edit: Solved That did the trick. Now all I have to do is assign about 4 or 5 trigger_multiple to the various sections of chain and activators for each trigger... spaced properly and with proper timings. Woohoo!
  9. I also put the import_ase.py into my ~/.blender/scripts but get nothing listed for ASE in Blender > File > Import. Same thing goes after putting the .py into /usr/lib/blender/scripts Hmmm... does the import script require blender 2.5a? Yes it does... but how about 2.53.0 beta? Using Blender 2.53.0 Now I can export an .ase just fine. But when I import it into blender, nothing happens. Nothing gets added to the scene, no error, nothing. The scene list on the right is set to All Scenes and just lists the default Blender scene items: Render Layers World Camera Cube Lamp If I do a new scene and then import, nothing happens with it either. Update: Import ase stays disabled in the addons options of Blender 2.53.0
  10. Hmmm... I have latest SVN of DR, 1.4.0 built 3 days ago and I have python 2.6.5 on my system. But not a thing happens when I select a model and choose ASE Export... Running darkradiant from a console has no verbal output, so I can't see what's going on when I try using ASE Export. Know of any way of debugging this? Edit: If I run it in DR's Python Script Input dialog, I get this: Traceback (most recent call last): File "<string>", line 300, in <module> File "<string>", line 250, in execute IndexError: list index out of range Ok, I tried it on something much simpler it was actually designed to be used on and it gave me the filename/save path dialog. So it's probably not the script's my fault it didn't work.
  11. Awesome! I had no idea about resizing models. Thanks, I'll try the resizing method first. Though I have reproduced the single link in the smaller size using brushes > func_static and the appropriate rusted iron texture. I may stick with that since it is nearly a perfect clone of the original highpoly chain (rusted).
  12. Oh believe me I did that. Then it was a lot of fun when I went to remove half of them (before I made a circular chain loop into a prefab). I had to revert them to worldspawn, which made each and every link into 6 pieces. Then I had to select all pieces of one complete loop and make them func_static again to save as a prefab. Then I did a CTRL-Z to undo them back into func_static so I could properly delete them and start over. Actually the windlass model is an iron drum with riveted copper ends... at work now and don't have the texture names handy. The first time I made a windlass for this bridge, I had an octagonal center drum plus a larger diameter drum around it. When I applied the chain texture to it, the outer drum became transparent so the chain links looked to be floating around the drum. My earliest screenshots of this may show that... or it can be seen in a portcullis screenshot, behind the portcullis. I will definitely try that (noshadow). Read that suggestion in other posts but it had not occurred to me for this.
  13. It took a few minutes, but not too long. I started with 2 links, then cloned them and adjusted rotation and position. Then selected the 4 links in place and did the same... until I had 1 ring of links looking pretty decent. Then I cloned that ring and gave it a 10 degree rotation so it wouldn't look identical to the first... etc until the windlass was full. And it looked even better after I applied the proper rusted iron texture... the one in the screenshot looked a bit flat.
  14. Yeh, that would be best. LOL, I had a message during dmap stating that item has over 20000 faces. I re-did it (made the windlass and one chain loop both as prefabs first). It currently has 10008 faces and looks pretty decent, but still takes a long time to dmap. BTW, the closest chain texture to being appropriate have all the links lined up in the same direction... so it looks like columns of '8's when applied. Would be cool if textures can be made from the actual chain models.
  15. I remember that post... will look it up. Thanks.
  16. My next newb question... I want an entity to rotate at a certain speed for a certain time. I succeeded doing that with 'func_rotating'. But my problem is that I need it to reverse direction on the next trigger, like with atdm:mover_door. But atdm:mover_door can only move 90 degrees. I need this object to rotate about 72 degrees per second for 15 seconds, for a total of 1080 degrees. then on the next trigger, it needs to do the same, but in the opposite direction. Is there a property to func_rotating which I am not finding, or is that a one way street?? Could I make the whole entity rotate 180 degrees on the Z axis each time it gets triggered (instantly, not over the 15 second move time)?
  17. [quote name='rich_is_bored' date='21 July 2010 - 09:11 PM' timestamp='1279768286' post='224511' @PranQster You'll have to make a material shader. It's pretty easy. For instance, this would make a grey material... textures/common/clay { { blend diffusemap map _white rgb 0.5 } } You can learn more about material shaders in the texturing section on modwiki.net. Awesome. Thanks!
  18. I just made a custom single chain link to match the chain_highpoly_small size (there is a single link for the larger chain, but not the small one). I then did a decent job wrapping it around a windlass cylinder I made, offsetting each ring of chain by several degrees so it doesn't look symmetrical. This may turn out to be impractical as the poly count in the map just jumped quite a bit. About to test it in-game and see how bad it is. Edit: Umm.... I think I just gave doom3 an aneurism. LOL, it just halted for about 4 minutes during dmap... still doing its thing though...
  19. I would like to request a new chain single link model. Since these already exist: chain_highpoly_single, chain_highpoly_long, chain_highpoly_short (plus short and log 'bent') and chain_highpoly_small (plus 'bent') I hope to see this created someday: chain_highpoly_small_single Would the creator of the highpoly chain models please make the single link of the small chain available? T'would come in very handy Edit: In the mean time I have created a single link with brushes which looks pretty damn close to the links on the chain_highpoly_small model. It would still be nice to have a model since my entity looks a bit more angular and not as rounded as the model.
  20. Doh! LOL, well I saw 2 half-consumed drinking vessels. Seeing that they remain half full, then I suppose that works into "There exists beer for all" as well.
  21. Is there a good way to make a brush or entity to have a solid color for the texture? Say, for instance, that I wanted to make a simple solid blue (or any color) object with no discernible texture. I had looked but did not notice anything for that in the textures. Hoping for something along the lines of what might be "smooth_colorable" or "flat_shade_colorable" which defaults to white, black, or grey..
  22. Me too. That word makes me... well... grin
  23. Cool. I'm going to work on all of those ideas. I made several modifications over the last couple nights. The way I have it now looks pretty damn good, but limits how open the room behind the portcullis can be. I ended up having to make a narrow "portcullis maintenance access" room to hide the chains from the drawbridge extending through the air. It works, but looks a bit out of place. I want to get rid of that so the portcullis chains and counterweights can be seen as well as the raised portcullis. If I can make that drum/windlass, wrapped in individual chain links, and have the drawbridge chains pass through it and disappear... I will be a very happy camper and delete that maintenance access room. I'm still planning on making a prefab for the bridge and portcullis. But I might also package this tiny test map as it is. Then I can share my wonderful 4 or 5 undecorated, sparse rectangular rooms, complete with mismatched and unaligned wall textures But as a bonus you would also get: 1 Operational cannon (fires cannon ball) with lever trigger, lol. 1 Operational cannon with response to fire stim. 1 Operational wine barrel tap with flowing wine when opened My patented steam-operated elevator lift piston (eat your heart out, Mr. Otis) And last but not least: The Sunglass-wearing Thug Upon request the following are also available: Newtonian reflector telescope with polished silver mirror and functional* eyepiece. A 1x4x9 Monolith "full of stars" complete with David Bowman's final words preserved for all eternity! *Moon and stars visible in eyepiece, but simulated of course.
  24. OOooh! I really liked the first game, but don't think I ever finished it. I think I eventually ran into a crash running it with Wine or Cedega which I could not work around at the time. Also... any one else play the horribly rushed and poorly patched game "Blood"? I think that was the first Doom-like game which featured anything that could be over the players head but still below the ceiling/sky. The lid of the tomb you start out in comes to mind. Dark Forces... can't forget it either.... Ewoks Suck! Shadow Warrior, LOL, 'nuff said.
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