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Dragofer

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Posts posted by Dragofer

  1. For level design, it'd be really nice to check alt tab and check things.

    You can still put the game into windowed mode and right-click -> change properties on your taskbar at the bottom to auto hide itself. What will remain is a border at the top and some thin ones around the other edges but for level design it's workable.

     

    The downside is that having TDM open slows down DR somewhat, how much depending on your setup.

    • Like 1
  2. Also, I'd the players voice to tell him to follow an specifiy AI, trigger_entity do that?

     

    The easiest way would be to make a trigger_once brush (create brush, right click create entity -> trigger_once). When the player walks into that the brush will trigger its targets, such as the speaker. The speaker needs the spawnargs s_waitfortrigger "1" and s_global "1".

     

     

    The proper name for the spawnarg I mentioned earlier is actually auto_close_time. Is that the one you used?

  3. Here are some improvements that I think would be good:

     

    - nautical -> the bullseye windows are incredibly low-poly, iirc 40 tris and a 7-sided circle. I'd make that 12-sided. It wouldn't affect the galleons because they have their own windows.

     

    - nautical -> most other nautical models are fine in terms of polys but some have very blurry textures: i.e. skylight, winches. Maybe a similar-looking wood texture could be used for these?

     

    - lights -> there's a tabletop lamp looking like an electric grill lamp which could use a facelift. For starters it doesn't use a standard lit/unlit glass texture.

     

    - nature -> some of those huge trees are unusually low-poly, they're basically just a small number of straight tubes. The trees could have more shapeful/curvaceous trunks and branches without changing overall shape much.

     

    - mechanical -> the blowtorch is rather textureless (uniform flat metal all around, the ones you find under textures/darkmod/metal/flat). Maybe replace some of those flat textures with a trim texture (i.e. gen_ornate metal series) to give it some more definition? The same goes for all those models which use all-plain metal textures.

  4. Penny Dreadful 2 has hanging ragdolls near the start. Getting anything to hang with physics seems to be unnecessarily complicated to do - afaik you need a custom .af, .def and model. You'd need to study existing setups closely to find out how to get it done.

  5. Ah right, it would've been worth checking in DR, just so happens that my DR gets stuck at startup with an unhandled exception at the moment. Will need to fix that, again.

     

    Interesting how it's possible to paint textures onto such a distorted UV map. Also, I wonder what the forgermetal texture is for, maybe for some of his clothing.

  6. It doesn't make any sense to me... the UVmap doesn't seem to match the texture in any way. It also takes a small part of the uv space and the cap under the visor is cloth while the real thing is metal there. It looks to me like what you get when you unwrap without putting any seams:

     

    4Ygak0c.jpg

  7. The head-less mask has just over 900 tris once the missing inside of the cap is recreated. Moreover, it doesn't have any UV map anymore, possibly due to Blender version differences (2.49 is September 2009 - installed it and realised how Blender got its reputation for having an abhorrent UI).

     

    If you like I can regenerate the mask's texturing or try some ways to get the UV map into modern Blender. Though Bikerdude looks to have already made basically a carbon copy in DR. If there are issues remaining with the .ase's texture alignment I could sort that out in Blender.

  8. This would be up my alley but my Blender doesn't import this model except for the armature because it throws a traceback call error. Seems to be hit and miss what will work: the builder guard imports, the rusty builder guard doesn't. That's using the Arx End of Sun tools for and in Blender 2.66.

     

    As nbohr1more mentioned earlier I could dig around in ancient Blender versions and see if I get lucky. Though it'd be more interesting to see whether and with what setup someone else can do it?

     

    Something interesting to try would be to inline the skinned head model and see if it stays ingame.

  9.  

    Ahhh thank you Dragofer, That works, though I need to get a delay. I tried to use the delay spawnarg but it doesn't work.

    I'm using the same trigger that triggers the conversation is triggering the atdm:target_changelockstate.

     

    That sounds like you no longer have a trigger_relay inbetween the conversation trigger and the target_changelockstate? I don't think the delay spawnarg works on all entities so you'd need to have it on a relay to be safe.

     

    If that doesn't work for some reason then you have trigger_timer, which has the usage instructions in its 'create entity' list description. Trigger it with the start of the conversation, then remember to trigger it again afterwards to shut it off.

  10. Serpentines aassimp tool looked promising but gave me one of those notorious MSVCP110.dll errors. Went to Microsoft to download the latest Visual C++ but nothing happens when I click on the download button. Nothing but trouble.

     

     

    If you give upscaled models the spawnarg inline 1, this will stop them from popping off the edges of the screen. They do become non solid though and you can't move them, but its a fix I used a few times.

     

    Great, I'll use this. No need then to place all the crystals again.

  11. You'd need another approach than spawnargs, there are only a handful cases where changing them after mapstart has an effect. Usually you need to use things like setSkin or setOrigin functions instead of changing the skin or origin spawnargs, for example. Just tested that changing the locked spawnarg doesn't work either.

     

    There's an entity called atdm:target_changelockstate that you can use, right-click -> create entity and start typing out parts of its name. In its default setup it just needs to target the door and get triggered by your trigger_relay edit or whichever other trigger you use.

     

     

    The blood decals you mentioned say that they aren't for mapping use and you need to use textures/decals/splat instead.

  12. I'd like to scale up and make some other changes to TDM's crystal1-4.ase models because the rotation hack makes them pop out of existence when seen at the border of the screen, which looks very bad -

     

     

    Yet my Blender .ase importer simply does nothing for these crystals, while most other .ase's are fine. I'm using the JediAcademy importer for Blender 2.76b, with my Blender being that version.

     

    Then I tried open3mod which can import the crystals but gets unhandled exceptions on exporting to any other format.

     

    Also tried Wings3D but it doesn't even seem to support .ase? There's no .ase import option by default, and wings3d forums seem to imply there's no support (i.e. Post #3).

     

     

     

    Could someone please share a working alternative .ase importer setup for me to try out, or send a zip with these 4 crystals in .obj, .blend, .lwo or another common format? It'd be appreciated

  13. Personally I use speakers for all my sounds, I find it more user-friendly to use spawnargs for setting whether the sound should loop, be omnidirectional/global, how much mindistance and maxdistance, wait for a trigger and so on. It doesn't look like you can modify these settings in S/R played sounds. Though you could use the S/R to trigger a speaker which has the settings you want.

  14. Thanks for that, always good to see how things are done.

     

    What I need is the objective to complete with the drop item (done) AND to trigger the trigger_relay. Now I set up the objective with the Completion Target

    to trigger_relay_1 but it doesn't trigger it. I checked the name, it's correct.

     

    This is the setup for the trigger_relay_1

     

     

     

    classname trigger_relay

    name trigger_relay

    angle -180

    origin blah

    sr_class_1 S

    sr_class_2 R

    sr_effect_2_1 effect_add_target

    sr_effect_2_1_arg1 steward (the AI)

    sr_effect_2_1_arg2 path_corner34 (where I want him to go)

    sr_effect_2_1_state 0

    sr_state_1 1

    sr_state_2 1

    sr_type_1 STIM_TRIGGER

    sr_type_2 STIM_TRIGGER

    target steward

     

     

     

    So that's how the trigger_relay is all set up. Since the objective works, and the trigger_relay looks like it should work, I can't really see why. I'm guessing I'm too close again and can't see the wood for the trees. lol

    That looks like the trigger_relay has both a stim and a response - just the response is needed, the stim tab is only needed when you want to give i.e. a custom flame a fire stim so it sets other things on fire.

     

    If that doesn't solve it, another way of going about things is to let the AI target a path_waitfortrigger which targets the first path_corner. You could trigger the AI directly as the objective's completion target then.

  15. Looks fantastic Dragofer! As is the norm with your posts whether they be models/ambient or map related is very intriguing :)

     

    Is this perhaps a screenshot from the sequel to One Step Too Far?

    Thanks, it is indeed part of the sequel - one of a variety of settings to come across, this being one of the larger ones.

    • Like 2
  16. I've seen those shadow lines within light cubes in the log cabin of One Step Too Far as well. The fact about that cabin is that each log is a semicircle patch all along the length of the wall. I did put in extra subdivisions to keep the triangles shorter, but looking back they're still quite stretched. So long thin triangles, especially in tubes, may be the cause.

    • Like 1
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