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Garreth

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Everything posted by Garreth

  1. Noshadows is set to 0 only when binded it behaves like this, def attaching a regular spawned light is not working
  2. Light binded to an entity shines right trough the walls and even light up the backside of walls and objects. how can i fix this? the lanterns do not seem to do that, what is the difference between the light from a lantern or just a projected light entity?
  3. can i have an ai folow me when he sees me? i know that i can have him wait for me and then folow a path scriptobject : char_sentry lead_player : 1 is folow_player 1 a valid spawnarg? and it tells me that char_sentry is not found on mapload.
  4. Is there a replacement for the hands? they look to human, this thing becomes some sort of robot. i changed the walking sounds added pauldrons, but the hands just look off.
  5. I tried binding a mask to an AI but it is not working properly, i floats behind and above when he sits. to remove the head i just use def_head minus?
  6. Most of the windows have been replaced by brushes with a projected light as moon beam. performance increased drasticaly now the readables.
  7. My machine can pull this map, and i don't want to re desighn the map so this will have to do. the mines i can remove. the zombies come in part 2 the story will be revealed as you go trough parts. it was just a small mission to run up to the 2nd one. the brightness i can fix, but do have it set on default tdm, so if you upped your brightness you might have to default it but i will check on that in the training mission then re- tune my brightness the main goal was just getting under the wall in to the city, nothing more nothing less, you are supposed to be able to just run trough. i will wait a few days for others to test, and see what i can fix change.
  8. agreed, off grid should automaticaly be deleted by darkradiant to prevent problems, had it happen a few times and had to copy my entire map to import in to a fresh grid, twice to be sure. You can also see the same effect if you use noclip and go trough brushes, you will see flashes of the skybox and the void, it seems you clipped inside the table causing this effect.
  9. o man i totaly forgot about monsterclip, better do that first then, pffff repacked it with winzip as said, and it works, i will do some more work like re-configure the shop, fix that pathfinding problem, maybe place some more AI's in it. then i will reupload it here for the testing. i couldent see the briefing arrows though, the boxes where just black.
  10. Yes you can beta test it, only i have a problem at the bathroom door, sometimes they just walk in circles over there And i am puzzled why i cannot see the briefing, did you change anything? The thing is packed as a pk4, but it is zipped again for upload. or 7zip is not zip? yeah the dds i put there because i copied that approach from another fanmission. If you see anything wrong you can change it, add it, and put your name in white next to mine, in mission_start.tga , later i can see exactly what i did wrong, if you want that is... it was a nice little experiment with open windows, but maybe not the best way to do it. i am far from professional, i acctualy triggered a door to kill a zombie to finish the mission, no joke, i just couldent figure out scripting, but i am getting there step by step, but then there is this point where you just try and give up
  11. How do i reload entity's again? i have the following commands reloadxdata - readables reloaddecls - textures reloadmodels - models reloadsurface - surface sounds I am missing one, on doom 3 there is reloadentitydefs but that is not working since the engine changed i guess.
  12. i figured it out, the portal texture needed to be flush with the glass texture, not inside the brush like a door for instance. now i just need to figure out how to end the mission and i am ready to release my first map.
  13. editor_var loss_unbroken and loss_unbroken are not working, both where applied to the window with a visportal in the window brush, no effect was audiable with either of them, and i was outside the minimum distance, tested the entire house for leaks wiki Rev 2.00: Prior to Rev 2.00, these values affected the sound propagation to AI only. Sound propagation to the player was not affected. Starting with Rev 2.00, these values are also used in determining sound volume to the player. i dont think it is working. any help on this? could portal orientation matter or window texture? i am puzzled.
  14. i see but then you don't have a preview of what you want with prefabs- just a name. with that map i create you just have a full view of all the objects, easy to select in top view, copy, and paste in your other map. and prefabs cannot be exported to the camera leaving with alot of zooming and dragging.
  15. you mean implemented in the mod? if it has movable doors i dont think you can make that prefab, and you must be able to customize it like i just put a guy to sleep on a couch, it had to be accurately placed so, i copied him to this map and someone else would not have to do all the testing to see if he is laying correctly they just have to give the cushion another texture, and maybe replace the couch by another color.
  16. http://www.megafileu.../train-map.html http://www.megafileu...train-proc.html http://www.megafileu.../train-bak.html i dont think it can be fixed though, now i am thinking about illuminating the tunnel with spotlights, that way it seems do-able have a look at the rest of the map, i built this in 2 days, minus the piano, desk and skybox that is, i stole those from other mappers. I am making a gigantic database of assets found in other mappers maps, that way it would be easier to fill up your maps i just extract everything that is usable including characters and pathways, fires, lights, torches, furniture, etc all combined into one map, like a gigantic furniture store, just copy and paste to camera. i will post that one when it is completed.
  17. the tunnel floor far ahead is lit up even when the projected light is just a foot long, so it is some kind of bug, the projected light cone stops at the first rock on the right yet the track and floor further ahead is lit up, you can see the entire thing. the regular light has a cutoff at the second rock on the right. nothing beyond that point is visible. so i need something to mask it, fog particles are no option since they light up in the dark, so i need a texture.
  18. As you can see from the pictures below the projected has a bug in it, it lights up very far away brushes even though it is not that big of a projected light, they are both about the same length. How can i fix this or mask it? i was thinking about fog, but i cant seem to find a fog particle that is not lighting up in the dark. they all seem to be quite unaffected by light sources or shadow. then maybe fog textures on brushes, but i cant find those, so any help would be appreciated. projected regular
  19. When will 2.0 come out? And i have this strange bug with a projected light, - the light seems to be going beyond its boundary in a very long tunnel wich the light shines in to and the light seems to light up the floor very far away, so the tunnel is not completely dark. how can i get this right? regular lights do not do this btw, i checked.
  20. use trigger once if possible, as long as you stand in a multiple it will keep triggering the sound of a button in a blue room????? why a button- and why a blue room? instead of a button you can have a trigger trigger a trigger or just a door, and have the door trigger it on open or close,, and use autoclose on it to revert the elevator ........ there are so many options.
  21. hi all, i am in need of a way to trigger on location, but i cant find out how to get it done it is a Movable entity wich should go to a specified location and then it should trigger, i tried a trigger once with any touch, but no advance the trigger is not responding to the movable. found it, i needed to bind a function activator to it
  22. The easyest is to have a wall.. or static building opposite of the windows and have the windows sit in a portique \_/"""""\_/ then you can only see trough the window when passing it. not very advanced but it works, and for the look-trough you can have doors auto-close.
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