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VanishedOne

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Everything posted by VanishedOne

  1. If an admin would give you wiki editing access, you could have a notes page like http://wiki.thedarkmod.com/index.php?title=User:VanishedOne
  2. I've seen a couple of old threads about that: http://forums.thedarkmod.com/topic/12755-is-non-euclidian-geometric-level-design-possible/ http://forums.thedarkmod.com/topic/10431-non-euclidean-maps/
  3. Isn't it already improved in the current DR pre-release?
  4. Ooh, pretty. It reminds me a little of the effects you can get with (I think) r_showShadows.
  5. A GUI surface is a surface that displays a GUI instead of a regular material, like the books and signs you can assign xdata to, or Doom 3's computer screens.
  6. Scaling models via 'rotation hacks' is known to be risky. http://wiki.thedarkmod.com/index.php?title=Dynamically_Resizing_Models http://wiki.thedarkmod.com/index.php?title=Resizing_Models The control for offsetting cloned objects is on the top icon bar.
  7. Isn't it nice of the spam accounts to put their threads in Off-Topic?

  8. Which stove door is that? Maybe its origin has ended up in a weird place.
  9. As I understand it, time begins on map load, so a table or something used with time isn't otherwise guaranteed to start on any given frame. (Though there does seem to be a spawnclass called idTarget_SetShaderTime...) So I think a script would be needed to work around that (unless the entity links texture frame to sound and frame 0 = silence). I don't know how switching to a videomap would behave. Maybe you could even use a GUI surface...?
  10. If you just want it to stop and display frame 0, that should be easily enough done with shaderParms. If you want it to pause at an arbitrary frame/position and resume movement from there, then I think you'd also need a controlling script to track the state.
  11. A little searching produced these: http://forums.thedarkmod.com/topic/13125-during-compiling-aas-warning-no-entities-insiude/ http://forums.thedarkmod.com/topic/16954-map-has-no-outside/ Any help?
  12. shouldered_name (for unconscious AI) shouldered_name_dead (Ignore shouldered_icon; it doesn't work.) Try running dmap again and see whether the AAS error persists; if it does, look for errors/warnings in dmap's console output ("condump myfile.txt" will save it for perusal). If you've removed AI from the map you might also have a leftover AAS file to delete (in the same directory as the map file, with the same name).
  13. Does the problem persist if 'enhanced ambient' is off? http://wiki.thedarkmod.com/index.php?title=Light_Properties#Ambient_Light implies it adds only bumpmapping, not specularity, but http://wiki.thedarkmod.com/index.php?title=Virtual_Ambient_Light_Textures does show a specular map being passed to ambientEnvironment.vfp, so I just wondered...
  14. That might be possible with a custom script, similar to the bow zoom.
  15. http://forums.thedarkmod.com/topic/12107-announcement-seed-system/page-9 links to a 'megatexture tool' but the other link seems not to work now, so you might need to ask around for someone to upload the necessary .vfp. By the way, you might also be interested in these, though the technique sounds pretty hacky: http://forums.thedarkmod.com/topic/4979-doom3-recall-to-hell/?p=92590 http://forums.thedarkmod.com/topic/10226-problem-with-ase-files/?p=201216
  16. Sotha made the def: http://forums.thedarkmod.com/topic/14823-the-custom-mine-thread/ It uses the flashmine model but models/darkmod/player_equipment/gas_mine.lwo actually exists in the mod.
  17. Having thought about it some more I suppose light interaction is the main problem, since what I suggested isn't a diffusemap blend. I know it's possible to make a shadowable diffusemapless decal as per http://forums.thedarkmod.com/topic/17593-decal-request-white-dirtslime/?do=findComment&comment=382948 though... That, and the surface type limitation noted in http://bugs.thedarkmod.com/view.php?id=3135 (I imagine you'll be using tdm_nodrawsolid_<surftype> patch overlays or something...?)
  18. I'm not sure I entirely follow the objective (as far as I know the engine only knows about heightmaps insofar as it can convert them to normal maps), but if what you want to do involves using a greyscale map besides vertex colours to blend textures then maybe you could call makeAlpha() on it and use a http://idtechforums.fuzzylogicinc.com/index.php?topic=221.msg1928#msg1928 blend (without the timer)...?
  19. http://wiki.thedarkmod.com/index.php?title=Breakable_objects#def_flinder.2C_flinder_offset.2C_flinder_probability_and_flinder_count
  20. I think this thread may relate to the 'boom shroom': http://forums.thedarkmod.com/topic/11328-self-lit-damageable-mushrooms-discuss/ And this tracker entry: http://bugs.thedarkmod.com/view.php?id=2559
  21. But you're going to make it real, right? (Actually it might be possible to do something like that with just deform expand, but the mushrooms would have to glow all the time since in my experience the deform precludes light interaction.)
  22. Try moving the patch 0.125 units away from the surface. You could try making a version of the material with DECAL_MACRO - dirt_001_crumb_vthin doesn't have it or any of the keywords it implies - but moving the patch in DR usually looks okay in the game. Edit: it looks as though there may be a reason why DECAL_MACRO isn't used already. I don't know whether these problems still exist: http://forums.thedarkmod.com/topic/7577-decals-and-blending-problems/?p=148984 http://forums.thedarkmod.com/topic/11825-decal-issue/?p=234662
  23. It's fiddly and time-consuming, but it is possible to deform a patch around a model. http://forums.thedarkmod.com/topic/16604-what-do-you-think-adding-details-to-old-models/?p=356422
  24. I was actually thinking of the third from the left (Entity, AI, Media, Script, Console, Textures), but you're right, middle-click will select the material under Textures as well.
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