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ocn

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Posts posted by ocn

  1. Instead of cluttering up the forum with separate topics I though I'd collect them all here, since my queries will most likely be abundant. Hope that's okay... I thank everyone in advance for their patience and efforts to help me out. In return I will make a video tutorial(s) of things I learn for TDM dummies (I am a film maker, so the quality can be expected to be well above the average youtube effort). I am also available for musical scores and sound design/ voice acting (myself and a few acting friends that might want to help out - though some degree of foreign english accent can be expected).

     

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    First question:

     

    I need a dead AI... I can't find the appropriate ragdoll and the ragdolls heads are a little too unattached to their bodies for my liking (ie severed and far away). There's no properties that I can see which I can add to an AI to kill it off. How's this accomplished?

  2. Oh, and remember textures/common/caulk texture.

     

    Yes, I just read a little about it. I don't think I quite grasp it yet, though. I may understand how it might be benefitial to transparent objects like windows, but don't the geometry need to be calculated even if it is invisible in such a case? And would it also be of value to caulk the outside walls of a room that would never be visible under any circumstance?

  3. one face needs to be visportal, the other faces need to be textured "nodraw". There is also a super-easy "make visportal" conversion button in the brush menu. Also make sure that the area on either side of the doorway are vacuum sealed. If both sides of the visportal are technically in the same "area", the visportal will break and not even work. If you wish to check visportals, use r_showportals 1 in the console. Red=off, Green=on, invisible=not working.

     

    Incredible! It works. Thanks! :D

  4. I can't get these visportal things to work. It says (as I understand it) to create a brush, place it in a doorway (for instance) making sure there are no gaps, and to texture one side with the visportal texture. Great! It compiles, but the other side of the brush turns pitch black and I can't get back out! I textured both sides, it compiled with a non fatal error, the black side disappeared, but it doesen't affect sound propagation at all- so I'm guessing I'm an idiot... again.:blink:

  5. Also remember to keep visportals nice and clean. If you have a visportal penetrated by a worldspawn brush, erratic AI pathfinding will result and the visportal looks just fine.

     

    Func_statics and entities can penetrate visportals without issue, but I recommend your portals are always free of clutter.

     

    Looks like I've a lot of reading ahead of me. Visportals??? Worldspawn brush??? I've just come to grips with the "void" concept versus the "solid" concept of the good old Dromed :-)

  6. Hi, ocn, and Welcome!

     

    By default, AI do not find their way around placed objects; you should surround them with a brush textured with common/monsterclip. It is a good building habit to monsterclip your level either while building or in a later phase, and even cut down entire areas where the AI would not go. This also cuts down on pathfinding calculations, increasing performance.

     

    Thanks for the reply. I'll do that, but won't the editor be extremely cluttered after a while? Perhaps there's a filter option somewhere?

     

    Cool! It works... That's a very genious way of controlling various aspects of pathfinding. Thanks for enlightening me :-)

  7. Hi there! I'm justing starting building a basic map- just a single room and a corridor currently. Two AIs (a thug and a rat) and both behave strangely when navigating through the map. They keep walking against obsticles like crates, furniture even walls. It looks ridiculous. The map dmaps without any errors and I can't possibly figure out what might be wrong. Any thoughts?

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