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Everything posted by Dragofer
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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).
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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.
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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?
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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: 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.
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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.
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Something I had been wanting again and again: a privy chair, as an alternative to the privy banks we know. Back in the days people had these standing around in their bedrooms - at least those with less housing space available to them than the nobles. In the first post of this thread The existing buckets turned out be quite gigantic compared to chairs, being taller than TDM's sitting height, so I've included a downscaled wooden bucket for use with this privy chair.
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What's been working for me, as I remember it, is to link them up to a path_waitfortrigger as the first path node, then trigger them after the teleport. If I misremembered that I can fall back on the working setup in the second phase of One Step Too Far.
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Hm, the most convenient would be an on/off toggle for thinking if there is one, but making use of LOD thinking by putting them in a faraway blue room is workable in this case. About your last sentence, you're meaning aas_flood entities for areas with no AI at map start? My terminology in my OP was somewhat off - with interleaved thinking I meant the never_dormant spawnarg. It doesn't work here because they need to be full-functioning AI's, while that spawnarg means that as soon as you close the door on them they freeze in time.
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darkmod \guis \assets \hud \inventory_icons \youritem_icon.tga is a file path in your TDM installation where you can find the available inventory icon images. To make it easier to find such things I've extracted all of TDM's .pk4 archives (to somewhere else than TDM's folder). Stationary rock-throwing AIs is a problem I had on my map's beach when the compiler hadn't made any pathfinding. The most sure-fire way I can think of to solve it is to delete all files in the maps folder except .map and .darkradiant, then restart TDM and make a fresh dmap. And if you use the 'testmap' console command, which is a shortcut of 'dmap' and then 'map', I'd suggest to avoid that here because it gives no error message if there's a problem with dmapping, i.e. leak.
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I've got more than a handful AIs which I know will only be active at a certain time. Is there a way to manually shut down their thinking until they are needed, similar to interleaved thinking for decorative AIs but reversible?
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Do you mean to make it possible to pick up? You can't use a func_static chair, you need to replace it with the moveable version found under right click -> create entity -> moveables. I quite dig that exterior building style by the way, just the right kind of thing.
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I've had a stubborn AAS100 out of date that persisted through dmaps (no leaks). What solved it was to delete the .proc, .cm files so the compiler can make a fresh start. That can also fix a handful map loading errors.
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This is something I did for my carriages, if you're looking for an alternative approach. - monsterclip the cart so that AIs can get on board and sit down - duplicate the monsterclip and convert it to mover_elevator, this will push the AIs forward - bind the mover_elevator and all cart components to the horse and give the horse a path_corner - If you want the AIs to get out at the other end you also need a copy of the worldspawn monsterclip there. - If you have multiple horses you need to disable idle animations to avoid that they start out of sync, which normally leads to the death of all carriage occupants. Setting the interval to 99999 seems to be the way it's done, at least for head turning. If the carriage stops in a player-accessible area you'd need to teleport in a fresh carriage which isn't bound to a horse, in case the player shoos away the horse. An alternative approach to propulsion is to bind everything to the elevator and let it move instead of binding to a horse. This is more stable when you use multiple horses and lets you keep your original carriage, see above, but I haven't worked out how to let a horse walk on the spot. TDM's walking animations intrinsically cause the AI to move forward.
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Sure - for textures there is Wiki - Basic Material File but to cut to the chase: a lot of things in TDM are set up via .txt files. For example, for each texture - proper name: material shader - there's a paragraph in an .mtr (renamed .txt) file in one of TDM's .pk4 (renamed .zip) archives that tells the engine which images to use: which diffusemap, which specularmap, which specularmap etc. For other types of assets, like sounds, skins, entities it's the same story. It's quite straightforward to make new shaders out of old ones, for example for that 'new' grass material shader I just copied an existing one and replaced the old grass name with the new name, grass4. Much of the time you don't need to mess with shaders, it's mainly for when you bring new assets into the game, attach special properties to certain textures such as being invisible in normal spectrum light, or in this case for self-help when you see that a certain kind of shader is missing.
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Suggestion for Modify/Scale
Dragofer replied to NeonsStyle's topic in DarkRadiant Feedback and Development
Arcturus demonstrated a method of generating brushwork from Blender, so ideally you could import the map to Blender, scale it there, then export it back to DR. -
Just made my own road based on that tutorial - it does make a difference which edge texture exactly you choose, they look the same in the editor but ingame each of them specifies a different colour of grass. There's no edge texture for grass4 yet so I've defined one here, see the attached .mtr file. This belongs into your .../darkmod/materials folder (create if necessary), just remove the .txt ending and remember to include it with your mission when you share or release it. grass4_edge.mtr.txt
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Could it be to do with which mission directory DR is set to? Also, is it a .skin file?
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Very much so, I'd also like such an entity. At the moment I'm looking to trigger 'decorative' expanding gas clouds, but on func_emitters the particle is glitchy and looks nothing like what you see when a gas arrow explodes. A triggerable entity that spawns arrow results would make life much easier.
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T2 FM: Waterfront Racket by Yandros (31/05/2016)
Dragofer replied to Bikerdude's topic in Fan Missions
Fascinating, what kinds of styles can be achieved in the Thief setting. I really value expressions of creativity such as this. -
Interesting - maybe it should start in the air and drop down into the water?
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Spectrum light does interact properly with spectrum materials, but when the spectrum light goes away the material becomes pitch black - I was expecting that it'd become invisible. I was wondering whether I need to change something else in the material definition, i.e. add an alpha. Unfortunately Katsbits has nothing at all on spectrum. There simply must be spectrum decals, that's the best part! Nothing like ghostly writings or runes to lead you to obscure locations or give story clues. Besides, the example material the Wiki points to is a pentagram decal. It's not z-fighting - my test setup had footprints both on and over the floor. Most were invisible, the few visible ones ranged from almost invisible yellow to bright red to dark purple; the height didn't make a difference. Probably belongs into the bug tracker.
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Yeah, I ended up rebuilding my house as well. Interestingly the second time went very fast, after 30 minutes I had done almost as much as in the first few days. You get much faster with experience. By the way, if you're looking to make another floor under the roof you'd need more height. The inhabitants need a minimum of 112 units from floor to ceiling.
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The glitch doesn't need to hit the offending brushes - in my screenshot, a sliver was missing out of a big solid floor brush, even though the fiddly brushwork in the doorframes and the front porch was to blame. Grid size is about more than just the minimum dimensions, it's also about how easily the brushes fit together and your sanity. You can't see the difference between a brush of 11*15*22 and a brush of 12*16*24, but for the first brush you need to zoom in and get your magnifying glass every time to check if things are aligned properly, while the second brush just snaps neatly into place with any other brushes. Not to mention that the engine can easily handle tens of thousands of brushes like that second one without a hitch. Small grid sizes, like 2 units, are useful for things that actually need to be 2 units thick and if you want beams with 6 units thickness instead of 4 or 8 units. For model placement you can go all the way down to 0.125 units with no problems. Otherwise it's much faster and easier on yourself to get into the habit of using 8 or 16 unit grids.
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Has anyone successfully used spectrum? I've taken a stock material and added the line spectrum 1 to it - the result was that it's pure black in normal light, so always visible. When you bring a spectrum 1 light it does light up properly. textures/darkmod/wood/panels/panel_carved_round_worn_spectrum Decals don't seem to be affected by spectrum at all. For all those I've tested, even generic wall stains, inserting the spectrum 1 line makes no difference, they behave just like the originals. textures/darkmod/decals/dirt/footprint01r_spectrum [spectrum 2 gets the same results as spectrum 1.] Also, leaving spectrum aside for now, the footprint decals - textures/darkmod/decals/dirt/footprint01 and footprint 01r - behave very strangely. I've cloned a dense and regular pattern of footprint patches all over a room and only about every 8th footprint shows up, some are extremely faint. This still happens even when I use a monotonous floor texture, baize green.