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Dragofer

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Posts posted by Dragofer

  1. Well Dragofer, I was reading the wiki on the briefing setup, they said the easiest is just text, the next is image and text (was thinking this), and the other is combination of text, video and images. I would prefer to do a cutscene intro. When I started that's what I envisioned.

     

    Also having issues with that dropitem objective/Stim/Response. It's triggering the AI the moment the map starts. I was told a cool way to do it with Stim/Responses and I chose that way, and the response is a trigger which triggers a trigger_relay, but I'm not sure if I should do that or trigger the AI entity itself.

     

    Also do we have blood as a pool? There is a texture for it in liquids but it's just a waving brain rather than pool of blood. Also why are blood splatters blue?

     

    So you'd have a very simple briefing because you have to have one by default, then follow that with an ingame cutscene which explains the story and the mission. That's an unorthodox way of going about things.

     

    Triggering the AI directly is the most convenient way to do it, but a trigger_relay which targets the AI will work just as well.

    Is the AI targeting a path_waitfortrigger node at map start?

     

    Regarding blood splats, I've just seen in the descriptions of textures/darkmod/decals/blood that those aren't for mapping use and textures/decals/, the splat textures in there should be used instead.

     

    With a pool of blood, you mean something like a bathtub full of blood?

    • Like 1
  2. I suppose you could make your little portal_sky brush that paints the caulk teleport in and out of an area based on where you are and see if that does it, but it's a very roundabout way of doing it.

     

    You get strange results when there are portal_sky surfaces on an entity. In my test map I just opened and closed a door that lead into a room textured with portal_sky to see what happens in the caulk room. It worked cleanly so skybox only showed on the caulk when the portal_sky room was open, but it doesn't seem to work entirely reliably in more complicated maps, neither for portal_sky nor for beams, having checked through more of my map.

  3. There's a tab named 'AI' under the camera, that can be used to edit AIs in a whole lot of ways without digging around in spawnargs.

     

    Why would a cutscene at the start be problematic, from a storytelling perspective? A cutscene is just a moment where the player is viewing the map through a cameraview entity.

  4. Giving him the mute vocal set would make him silent - but it'd depend on how that noble is involved in your map. Do you only ever see him in that cutscene? Then a mute vocal set would do, although I don't think it's necessary because AIs don't seem to talk randomly when they're in a conversation. But if he's going to be patrolling the map before and after then it's going to be best to get your voice actor to imitate one of the existing vocal sets.

     

    Also, nobles can also use other vocal sets than specifically the ones named 'noble'. TDM's vocal sets are generally designed to be versatile in terms of who they can be used for.

  5. Hm, my personal opinion is to try to do scary things with humans instead. That butcher in Demagogue's mission was terrifying, the way he suddenly, loudly comes out of a door and goes down the only path I can still use to escape. I don't think people are used to seeing humans in a horror role, so that may feel more raw as an experience.

    • Like 1
  6. The new skybox system as of 2.02 (as I recall) allows you to assign multiple skyboxes.

    (info_portalsky1, info_portalsky2, etc

    Yep, I've definitely made use of that new possibility with the skyboxes. One of them is an empty one that gets triggered in regions where I know the player won't see the sky.

     

     

    I've made a plain test map and seen that caulk already works so that it only shows the skybox when there's portal_sky somewhere in the visible area.

     

    The problem I've been seeing frequently - that skybox gets rendered in well-sealed interior areas on caulk surfaces - looks more like it's caused by portal_sky surfaces leaking in from nearby sealed off visleafs. Possibly this is the same thing that sometimes causes a house's roof beams to be rendered even if they're within a closed visleaf, despite being tidily made.

     

    For example, if I noclip behind my schooner ship's patch walls and look out through the caulk walls I can see my skybox as well as parts of the shore and the ship's exterior. The skybox makes no sense because its brushes are clear of the ship by hundreds of units on all sides, and I've used the various search functions to make sure there are no stray portal_sky surfaces anywhere. The ship interior is well sealed: there's a noticeable sound and fps difference when closing doors, all portals functioning and red.

     

     

    So caulk isn't the problem, it's actually that the skybox and other things like func_static beams can impossibly leak into sealed off areas.

    • Like 1
  7. I'm happy now it's fixed and I can get back into it.

    Nice, then that probably came about from playing a different fm inbetween and not reverting back to your wip afterwards. It's just a matter of time to get to know all these quirks in TDM's machinery which you can't really explicitly find in any tutorials. Looking good.

  8. I just tried your way of setting up DarkRadiant and that works alright here - note that was with all "/" and no "\".

     

    Ìf I try to dmap a map inside the fms/mapname/maps folder that is also NOT in tdm/maps, I get an error "Could not find darkmod/maps/mapname.map " It just won't find any map inside fms/mapname.

     

    That sounds a lot like your fm isn't installed, as in that it's not currently active. Does the title of the currently installed mission equal the one in your fm folder's darkmod.txt file?

  9. An alternative to objectives for your situation is to use stim / response entirely. This is how it can be setup, probably similar in some ways to the objectives method:

    - Select your item that's to be dropped, give it a memorable name like DropItem, then go at the top to -> entity -> stim/response.

    - Go to 'custom stims' and add a new stim type, give it a name i.e. DropStim.

    - Go to 'stims', select your new DropStim from the dropdown, no need to click on add.

    - Check radius, set it to something appropriate i.e. 50 units - this is how close the origins of the two entities will need to come.

    - Check time interval, set it to something like 1000 ms - this is how often the distance gets checked.

    - Close down that window.

     

    - Select the entity you want to drop your item onto, this could be a nodraw brush that's been made func_static. The important thing is that the origin is in a sensible place that can be reached by the dropped item: press v to move the origin if you've gone for a func_static brush.

    - Open the entity -> stim/response window, go to 'responses', select your DropStim from the dropdown, again no need to click on add.

    - Right-click in the 'Response Effects' box and select 'add new effect'.

    - Right-click the new effect, edit, and change it to whatever you need. For example, to trigger the AI or a setobjectivestate entity. Repeat if you want multiple effects.

    - Add another effect to shutdown the stim on DropItem: 'Deactivate Stim' on entity 'DropItem', Stim Type ID being your newly made DropStim.

    • Like 1
  10. Not being able to frob anything after trying a readable is because the game didn't find the text anywhere, which is in an .xd file. Your game also doesn't look like it can find the map file when it's in the fms/mission/maps folder, so the first thing I'd check is whether DarkRadiant's game settings still point to your fms/mission folder. My setup for an fm archive named river is Engine Path: C:/Games/, Mod: darkmod/fms/river, Mod Base: darkmod.

     

    If the readable still blocks your frobbing, I'd suggest going through this checklist:

    - where is your mission's .xd file and what is its filename? Are there multiple files, in either root or fms/mission?

    - in your readable's readable editor, what is the XData Name? (this isn't a folder or file, but just a name inside the .xd file)

    - does your .xd file contain this XData Name? It can be opened with notepad and searched through with ctrl + f.

  11. I have a noshadow light bound to players head by script,

    vector origin = $player1.getEyePos();

    $light.setOrigin(origin);

    $light.bind($player1);

    but sometimes I have one particular texture (iron_rough) blinking when I'm moving, making it completely unlit at some positions.

    I'm guessing lantern light don't have such errors so I wonder how I could have lantern activated by script but not by player "use" action - or how to make proper bound moving light.

     

    You could create the entity 'light_lantern_moving', which is the same one that the player lantern uses, it's probably going to be already on by default if you create it like this.

  12. Something that looks problematic with using caulk is that it lets you see into the void because it's invisible - which would mean that anywhere you have a caulk surface you'd render your skybox, even if it's in an indoors room with no portal_sky surfaces around and covered by func_static.

     

    Would it be possible to only render the skybox when there are portal_sky surfaces in active visleaves?

  13. Thanks Maxwell, but yeh that's not the issue. Mines all setup the same. Most of the time I work in The Dark Mod/maps folder. Once all the building is done, it moves to fms/mapname/maps

     

    That's where I am atm. However the game won't dmap anything in fms/mapname/maps, says it can't find it ie, so atm I'm using tdm/maps

    Did you 'install' your mission, just like you do when you want to play someone else's released mission?

  14. -By reflective water you mean mirror surface or light reflections on walls? I'm using custom animated light texture.

    Actually it doesn't need to be reflective, just more opaque - I don't like how clearly you can see into the water, even with a foglight down there. I remembered now that SteveL already developed a way to get the effect that I was looking for in Messing with Sea Water, that'll be very interesting to try out.

  15. Very nice ERH, the whole place is very mysterious. I'm looking forward to it, in fact having nominated the Deep Trouble campaign as one of my top 5 FMs for the unique and hostile feel it had, an FM which I think is comparable in many ways to this one.

     

    Regarding your techniques:

    - that kelp does great things for the underwater environment, is it custom? I'd very much like to have it for my own underwater part.

    - you're saying you have no ambient light underwater and it's all illuminated just by a foglight?

    - could you share your technique for the reflective water surface please? Water surfaces have been an annoyance a long time for me.

    - a suggestion of mine to try out would be to have a layer of fog over the water, the particles I've found quite useful for that are dustfog2 and dustfog4.

    • Like 1
  16. Sound Channel: empty.

    It might be worth trying to use ANY as the sound channel.

     

    Edit: also, the Sound Format wiki entry says sound files need to be 160kbps if stereo, or 96kbps if mono, aside from being 44.1kHz. I remember having the same problem as you when I had an incorrect frequency.

  17. atdm:target_set_frobable can be made by selecting the clip brush, then right-click -> create entity. You can search through lists in DR by simply typing parts of the name.

     

    From there I'd look at a prefab chest's clip brush and adapt the spawnargs onto the custom clip brush. (froblock is another word for atdm:target_set_frobable, but adtm:etc.. is the proper name).

  18. Was the spawnarg you changed 'classname'? Might be possible to solve that by changing it back to worldspawn.

     

    If the problem persists, as I remember it one way to solve that kind of problem is to copy your whole map and paste it into a new map file. Make sure no filters are activated. Might want to draw one brush inside the new map file first before pasting in your map.

     

    For making froblock clip brushes, I'd just delete any chests that don't have it and replace them with the prefab chests. It's worlds easier.

    • Like 1
  19. About getting .oggs ingame, I've answered that in the Outdoor forest areas thread. For the remaining questions:

     

    1. I don't think the word 'detail' has any special meaning in DR. Best just distinguish between worldspawn sealing brushwork, and func_static brushes & patches.

     

    When I need to mass-designate brushes and patches as func_static I start with hiding everything else so I get a clear view: activate the filters for brushes & patches, then hide the whole map, then deactivate the filters for brushes & patches. Now you see only brushes & patches: from here you could filter out all entities so that you only see which of those are still worldspawn.

     

    2. You need clip brushes with the classname (something)froblock to prevent the player from frobbing what's inside when the chest is closed. I'd suggest to always use the prefab chests because they're already set up for everything.

     

    3. I'd use the flower models, there are some great flower/weed bushes to be had. For ivy, patches are good. Now, if the textures in the media don't seem to have alpha, maybe right-click -> 'show shader definition' to see whether they mention an alphatest?

  20. Here's how you import it:

     

    make sure the .ogg is at 44.1khz otherwise it won't play ingame

    put the .ogg into your fan mission's sound -> ambience folder, create it if needed

     

    in your sound folder, create a new text file and change the extension to .sndshd

    open the .sndshd file (with notepad/text editor if it asks)

    in the .sndshd file, copy paste this into it:

     

     

    ColdWind
    {
    editor_displayFolder river/ambience

    looping
    sound/ambience/ColdWind.ogg

    }

     

     

    That's an example declaration for an ambient named ColdWind.ogg within a fan mission archive named river, so you'd need to change those for yourself.

    When you restart DR, or if you don't want to restart DR then go to Files -> Reload Defs, it'll show up in the 'create speakers' list.

    Edit: You'd need to make sure that DarkRadiant's Game settings, found by pressing P, are set to point to your fm archive, so Mod (fs_game) : darkmod/fms/river in my case.

    • Like 1
  21. Nice, can we have some skins for it ranging from fancy red wood to old wood etc..?

     

    Sure, here are some skins, recolours to be either very dark or in the red tone that's common in TDM's noble settings. As a side-effect, the wchair1 now also has these skins. I've replaced the original download.

    If you're looking for retextures like the smooth rtable1 vs. the rough wchair1 materials I'd need to make separate models so each has its own UV map.

     

    jHQG0Oj.png

    • Like 3
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