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Garreth

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Posts posted by Garreth

  1. I think it would still render the entire map at mapstart, unless you make every room a different map, and going back trough a door with a loading screen?? wouldent that just load the map again with everything reset?

    Or you could make points of no return where your load screen is.

    The door opening effect on a black background like resident evil could be accomplished with a extra box where you teleport to first, see the door open, camera moves, and then reteleports you further to the other side of the wall.

    oor just teleport instantly and then have the camera fly trough the door.

  2. I get an error when i run the script

     

    File "<string>", line 1

    void ArriveFirstFloor()

    ^

    SyntaxError: invalid syntax

     

     

     

     

    void ArriveFirstFloor()

    {

    $atdm_mover_door_sliding_1.Open();

    $atdm_mover_door_sliding_4.Open();

    }

     

    void LeaveFirstFloor()

    {

    $atdm_mover_door_sliding_1.Close();

    $atdm_mover_door_sliding_4.Close();

    }

     

     

    i dont know anything of scripting.

  3. I made a elevator it has 3 floors, When the elevator comes close to a door there is a block that moves trough a trigger multiple block wich is supposed to controll the 3 floors doors, but nothing happens, i dont think a trigger reacts on a mover.

    Normaly the trigger should react, i have made arrow triggers like that.

    How can i controll doors on 3 floors to open and close?

    mbr7zb.jpg

  4. I can fix it by fixing the keyhole plates on the door so no problem ;) they where just sticking trough the portal as a worldspawn brush.

    and I found clearreflect in the fsx map i think this is close to what i wanted only to bad about the floorpanel visible in the reflection.

    Yes this is the resident evil 1 mansion, one day i even tend to use it as a fanmade FPS with the weapons the characters from resident evil but then completely 3d sort of a remake, but il do that after i made it into a FM

    Or after the engine becomes open source.

    A free game though

  5. I was done installing all doors in my resident evil mansion, so i thought lets test to see if all portals work, bam none of em worked, i spent hours and hours, fixing leaks to the void and trying to figure out wtf was going on.

     

    Till it hit me, the keyholeplates where sticking trough the door and not fixed to the door yet since i was going to texture them in order, apparently worldspawn brushes cannot puncture trough a visportal or a working door...... only took me a few hours to find out.. :)

     

    The house is looking great btw all the resident evil puzzles have changed completely, i can say i am halfway there

    But some more years to finish all my base material

     

    Anyone know where i can find real looking glass?

    I saw it in a video about the darkmod.. the glass looked realy real

     

     

    n4f3m8.jpg

    • Like 1
  6. I am back baby :mellow: , well now i was trying to see if the level change was working so i made all the stuff quick in a .pk4 and put it in a map called the_doom_book i put it in the fms map to find out it is not apearing in the list, not even after refresh, i have no clue where the problem lies, is it the Zip ? it was zipped with 7z as a zip file, then i put the .pk4 extension behind it.

     

    http://www.2shared.c...om_Bookpk4.html

     

    It should change map, the readables are not working yet and the 2nd part has no exit yet. for the rest it should work, but needs alot of trimming and ai scripting and all that. but i will leave that till the end.

    If i can test the map change and splash screens and all that i would be a happy man.

     

    Also i read on the wiki that Each map needs its own xdata block with the briefing

    xdata block? Is that a xdata file???

  7. Im sick of it, i get a linefile pointing to nothing, some leak it is not the box, everything is nice wrapped, but still it leaks and the linefile points from a random obj to nothing inside the skybox.

    I delete the obj it just takes another.

    Next bug, under worldspawn there is a - this stripe is all there is and i cannot delete that property.

    I have no backups that dont have it since i moved stuff around trying to fix the leak.

    I am a step away from abandoning it all without the enterance it would just not be the same.

     

    If someone can take a look at the worldspawn, and all

     

    http://www.megaupload.com/?d=YXZKZZ2P

  8. You guy's thought i was dead dint you :)

    Just Found the error, a speaker that was not shown on the linefile before i reinstalled everything, realy strange, but it is fixed and working, thank god. And i have all new hardware now, no more building restrictions for me :)

  9. I seem to have a leak on entity 161 it apears to be a speaker

    then i go to map _ find brush, entity number i give in 161 it selects the player_exit i delete the exit, and speaker 5 turned back into speaker 4

    even though the exit was a info_tdm_objective_location named player_exit

     

    I tested it, still leaked node without a volume.

    Entity reached from outside speaker 4

    flooded leafs....

    I need sleeeep.

     

    Keeps leaking on entity 161 even though there is none, Yeah il just throw this map in the trash, i think that would fix it for good. il make the enterance where he falls from the wall in the yard that will be the beginning then. ph34r.gif

  10. I am worrying, it hangs after an hour

    And i am not gona leave it behind i did more work on it, fences, info poles, cannon kill border system :) instead of no draw solids around the road.

    so i am gona keep trying till i find the problem delete all trees heaps and re do and re test it over and over.

    And jeez how do i color the glass..

    Also i have a readable problem with it looking for a { but it finds a < i tryed to put a { but the editor is not taking that sighn, also it refers to the previous name of the map even though i renamed it to 1 for quick testing.

    So the readables do not cope with map name change?

    Lets get cracking on those trees.

    Also i would like mist, but particle are out the question i guess, i couldent even get em to work, neither did the textures. i do have the graphics on the lowest setting but i do not see how that could influence it;

  11. when i dmap with no CM it hangs on_ merge leaf nodes it go's to 21046 then hangs

     

    When i dmap noAAS it finishes dmap no problem.

     

    i found this. http://test.modwiki....om_3_AAS_system

    it describes the leaf nodes

     

     

    Portalisation

    ‿In order to calculate reachabilities and routes between areas (as will be done later on), another representation is required for the convex hulls (areas). The BSP tree does store all the information needed, but the representation cannot easily be used to calculate relations between areas. A representation with areas that are bounded by faces would be much more suitable. These faces are polygons that either represent solid walls or lead to other areas. With such a representation adjacency of areas can easily be determined, and it is easier to find or calculate geometric properties. Such a representation can be created by portalising the BSP tree. This technique creates portals between all the leaf nodes defined by the BSP tree. These portals are the faces that bound the areas‿

     

    We have already seen how areas store indexes to these faces. The representation of the face itself is in also in AASFile.h.

     

  12. PENTIUM 4 2.8 HYPERTHREADING

    2GB DDR333

    XP HOME EDITION

     

    It dmaps but then it go's wrong when the console pulls up, it just hangs

    Only when there are AI entity's in it if i make a closed of box no door around the entity it works, so it must be gigantic box and the ai pre calculation.

    But still then something should manage the processor from overflowing with info.

    Maybe i can mess around with my bios a bit.. let me try that.

    Nope no advance, something in the code is is overflowing my processor, after writing the proc what is the engine doing?

    It writes something ?

  13. I compiled it to pk4 put it in a map, not working...

    No splash screen no objectives, and when trying to start the map it just go's a screen back.

     

    i only could upload the pk4

    http://www.megafileupload.com/en/file/321989/cara-town-p1-pk4.html

    There is a copy of the splash screen inside and text files

    Can someone look at this and possibly correct my fault, i seriously checked everything.

    O and this mission is bad desighn, the large area prevented importing human entity, to hard for my 2.8GHZ single core to dmap, if someone wants they can put in 2 humans and a horse, not neccesary though.

    If it shows the splash and loads i am satisfied

  14. I got it to work, so easy sometimes i smoke more then is good for me :) it helps me building and comming up with crazy stuff but learning is something else, anyway im on track again, created my first readable ;) real easy with the editor, nice work btw

     

    I need bloodspats, the ones from doom with the opacity are not showing up in game

  15. I realy do not understand, it keeps adding an objective but i have no idea how i can fulfill it with a trigger, so lets say i put an add objective at mapstart, it would not show up as an objective in the main menu before you start playing, it would just get added when you spawn, and how is statechange entity connected to obj entity.

     

    For all my maps i would just use one exit so one objective get to that point the rest would be a puzzle with readables and logic thinking.

  16. What if i have no other obj other then getting to the exit?

    Do i still need to use a trigger?

    And is the end mission nr 1 in the objectives editor?

     

    And i try making moving water with a forcefield but nothing happens, i stare blank at the wiki page for hours and couldent puzzle it.

     

    I am stuck at this

    n-plane force field (no vertical)

    uniform[x] = Mag * cos( theta )uniform[y] = Mag * sin( theta )uniform[z] = 0

    Where Mag is the desired magnitude of your force.

     

     

     

     

    I just want the field to push me on the X axis,

     

    So is it? argument-- uniform,

     

    def-- X = 1 * cos ???

     

    I am such a noob he :)

     

    I am more of a builder then editor of text files, i still havent got to the readables part...

     

    blush.gif

     

    And i looked at the campaign page it would be interesting since all parts fit like a puzzle but then i would have to wait with release till all parts are scripted and done and that is almost a full game of data if i need to polish all parts first it would be another year further in time. So i guess it is best releasing it part by part and just numbering it with p1 p2... and at the end compiling it to one big campaign

  17. Hi all i will be releasing part one and 2 of my first mission this weekend, but i need some assistance,

    how exactly do i trigger the end of a mission? i cannot seem to find an entity that dous that, i can use addobjective but that just gives a new objective, the wikki is unclear about that or i cannot figure it out.

  18. I cutted up my map and now i will finist part one without working on other pieces, it has been 2 years of messing around and always wanting more, it works smooth now, especialy after deleting 2 smoke particles that where touching eachother.

     

    Now i am messing with moonlight, what light casts shadows without fading out on distance?

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