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Garreth

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Posts posted by Garreth

  1. LOD (Level of Detail)

    The old system with only two levels (object visible and invisible) has been totally rewritten, and features now 7 levels, fade in and fade out distances and can set different models, skins and noshadows on every LOD stage. See here for more information.

     

    The new entity generator system has been renamed, and a lot of bugs have been fixed and new features added. The system should now be tested by mappers, please see SEED for more details.

     

    Players and mappers can select the Object detail in the menu now.

     

     

     

     

    this is what is giving me my problem now, also the spiked club gives me an error, even though i did not use or placed it.

     

    Where can i get a previous version of TDM?

     

  2. Yeah that did not work, i have a 32 bit os and 2 gb ram, but i made a way to recut the map and split it in 2 maps, they where all built in seperate skyboxes anyway. i have enough material for 4 maps now .. now i work to finish the 1st, and the skoop door thing video i promised is here

     

    this will be in the beginning of the 2nd map where is nocked out after a fall, he falls trough a dark funnel leap of faith and he is outcold, then he gets thrown back by the mirror into reality at the bottom of the pit.
  3. I fixed it with patches and made the door move a little faster so jumping is not stopping the door. Il make a video of it and post it back here

     

    Now i have another problem i imported a map in a map removed some patches and got this,

     

     

    46 tris after final t junction fixing

    ----- FixGlobalTjunctions -----

    removed 6 degenerate triangles

    removed 10 degenerate triangles

    WARNING: Couldn't load image: models/md5/props/gfclock/gfclock_local

    WARNING: Couldn't load image: models/md5/props/gfclock/gfclock_local

    removed 16 degenerate triangles

    removed 30 degenerate triangles

    removed 28 degenerate triangles

    removed 23 degenerate triangles

    removed 56 degenerate triangles

    removed 68 degenerate triangles

    WARNING: Couldn't load image: models/darkmod/props/textures/large_leaf_s

    removed 199 degenerate triangles

    removed 112 degenerate triangles

    removed 16 degenerate triangles

    removed 22 degenerate triangles

    removed 22 degenerate triangles

    removed 192 degenerate triangles

    removed 36 degenerate triangles

    removed 36 degenerate triangles

    removed 32 degenerate triangles

    removed 128 degenerate triangles

    removed 2488 degenerate triangles

    --------- Game Map Shutdown ----------

    ModelGenerator memory: No LOD entries.

    --------------------------------------

    Shutting down sound hardware

    idRenderSystem::Shutdown()

    Shutting down OpenGL subsystem

    ...wglMakeCurrent( NULL, NULL ): success

    ...deleting GL context: success

    ...releasing DC: success

    ...destroying window

    ...shutting down QGL

    ...unloading OpenGL DLL

    ------------ Game Shutdown -----------

    --------- Game Map Shutdown ----------

    ModelGenerator memory: No LOD entries.

    --------------------------------------

    ModelGenerator memory: No LOD entries.

    Shutdown event system

    --------------------------------------

    malloc failure for 29669636

  4. Hey i am back, i am still working on the RE mansion but in little bits, the rest is comming nicely together, propably something for christmass ;)

    and i have some nice new views brushed out.

    Now i needed to create some flying pullback effect, so i made a container one side open and made it a door, that picks the player off the ground and takes him to another place where he drops on a platform that is not killing him, if i jump on the container the animation stops.

  5. Hmm it seems all the parts are causing leaks besides the arm wich i made into a mover door. that one works just fine, if i insert any of those func static parts the map is leaked.

    Changing the other parts into moving doors, is not working either.

  6. Thx for all the help

    But i keep bumping into problems,

    i got a warning, the platform is not killing me and the zomby's refuse to walk on the patch

    how many doom units should the platform move to have me killed, or how many doom units p/s can the player fall?

    And can he die falling on a patch? since the zomby's refuse to walk on it i wonder if it is a worthy floor.

     

     

  7. I only have 800 entity's currently, i estimate on 2000 when it is finished.

     

    I made a puzzle now, i need to make some floor tiles fall down when stepped on i know there are many ways of doing this like a fast elevator then trigger it but i need something else i guess, since i will be doing alot of em.

    What kind of entity stays suspended untill touched?

    It is a big sized chess puzzle above hell, you will love it, if you like chess...

  8. Brushes are still worldspawn.

     

    http://www.megaupload.com/?d=88XGEWMZ

    Maybe someone can look, i think it has to do something with a rat i deleted, that thing made trouble after deleting before.

    Now with making a trigger entity something must have been messed up, one of the triggers did not gave a trigger texture and was unable to be changed so i deleted that, maybe it is that. I placed another rat to try to fix things, but i think that one dissapeared.

  9. ohmy.gif

    During dmapping

    map has no outside

    ass no entitys inside warning

    I ahd not saved my work seperatly... so i need to fix this.

     

     

    problem spawning world entity, when i try to map

     

    i tryed to create thesame kind trigger to a speaker, then this error came along.

    deleted all recent entity's that did not work. and there is no pointfile.

     

    AAAA

  10. I want to make a horse cart ride, but i want it to triggered on arrival, when i jump on the cart the cart should move by itself, without frobbing, the entire thing is a rotating door.

    Can i use trigger once to make the (door open) cart move?

    And how do i use that?

    Did you know you can only have one entity type at a time standing on a moving platform, took me a day figuring that one out.

  11. I was thinking of making bigger paintings with just textures, make that model into loot and povide matching frames with it, since all paintings will be different sized i was thinking about doing 100 at a time and just make it into a prefab package then zipped to pk.4 like other loot and simply keep the frames as models. It will take slightly longer to place one painting but they will cover a entire wall with a rembrandt.

    But i cannot find the right path to put my textures in, they simply do not show up in the editor i tryed reloading shaders moving the textures to doom3, doom3 base,darkradiant folder nothing makes em show up in the dropdown.

    I can redo them with specular but then i need to know where to put hem to see them in game.

    Thesame for sounds where do i put these, i cannot seem to find a path that makes hem show up in the darkradiant selection menu. There should be a short wiki thing showing exact paths and format type of media.

    I always feel like i am trying stuff instead of exactly knowing the path.

  12. Things to remember:

     

    • Most textures don't need speculars
    • Create DDS for your diffusemap and specularmap.
    • Keep TGA version of your diffusemap and specularmap.
    • Create a TGA version of your normalmap (uncompressed, no RLE).
    • Create a JPG editor image (max. 256px)

    I have made painting tga's on 1024x1024 uncompressed, can i just use these, without difuse or specular, just the texture with a material shader, and where do i set that?

  13. I have 20 new loot items should i just prefab them and put them in a map for upload?

    And if anyone has ideas for loot plz tell me, i made a lighter a crown a box, a smaller box, a pyramid thingy, catholic cross, hexagram, katana swords loot, and a bunch of gems.

    out of inspiration for now.

     

     

     

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