Jump to content
The Dark Mod Forums

ocn

Member
  • Posts

    315
  • Joined

  • Last visited

Posts posted by ocn

  1. Also, why use showTris 3?

     

    Just playing around.cool.gif Sometimes when I have friends over I like to show them what I'm working on, and type in commands I know but neither of us understand. And I look smugly at them. Only this time those rotating blades of death appeared and I was dumbfounded.

    No, there are no fog particle emitters, and no gui overlays.

    There are particle emitter nearby, but not everywhere- those rotating things are all over the place though they seem to lessen near the edges of the map.

  2. I'm not sure why the name should have to be descriptive. As Tels pointed out, the description takes care of that part. I would imagine that you'd quickly run out of elegant options if you had to restrict your naming in that way. A certain degree of association between the name and the function is obviously a plus, but not needed in my opinion.

  3. Does it happen with all materials or just that one? What graphics card do you have and what driver version?

     

    There was a bug with older Radeon's (1xxx) which would lose perspective correct texturing (looks like it's happening there). About all that comes to mind.

     

    When it happens it affects all textures.

     

    HARDWARE:

     

    Primary Adapter

    Graphics Card Manufacturer Powered by ATI

    Graphics Chipset ATI Radeon HD 4800 Series

    Device ID 9442

    Vendor 1002

     

    Subsystem ID 0502

    Subsystem Vendor ID 1028

     

    Graphics Bus Capability PCI Express 2.0

    Maximum Bus Setting PCI Express 2.0 x16

     

    BIOS Version 011.013.000.001

    BIOS Part Number 113-B50107-101

    BIOS Date 2008/09/30

     

    Memory Size 512 MB

    Memory Type GDDR3

     

    Core Clock in MHz 625 MHz

    Memory Clock in MHz 993 MHz

    Total Memory Bandwidth in GByte/s 63,6 GByte/s

     

     

    SOFTWARE:

     

    Driver Packaging Version 8.681-091124a-092498C-ATI

    Catalyst™ Version 09.12

    Provider ATI Technologies Inc.

    2D Driver Version 8.01.01.984

    2D Driver File Path /REGISTRY/MACHINE/SYSTEM/ControlSet001/Control/Class/{4D36E968-E325-11CE-BFC1-08002BE10318}/0000

    Direct3D Version 8.14.10.0716

    OpenGL Version 6.14.10.9232

    Catalyst™ Control Center Version 2009.1124.2131.38610

     

    EDIT: Updated the driver, but the issue persists. But at least now I can switch out and in of textured mode to fix it. That's good.

  4. Those were really encouraging words, Sotha. Thanks. I shall repent mine wretched sins and try some of those suggestions tomorrow. I'm a terrible planner, so I guess I should start with a pen and paper this time. I believe the story is rock solid so I won't abandon it in any case, I was just a little overly ambitious here...

    I also forgot to credit my daughter for providing the voice of Lady Helena.

  5. Thanks guys. I needed that.smile.gif As for what broke it is anyones guess. I did something that ripped my brushes slightly apart and they wouldn't snap back... so I had to revert to a previous save without a rather big revision. Attempting to rebuild what I had messed it up further. That's usually what happens when I try to fix things, so I think it's better to start fresh, at a later date. Can't think about it now, though. But I definitely will.

    Good luck to everybody else entering.smile.gif

  6. I'll be taking a break from my contest mission now. I don't think I'll ever be done with it. I suck big time at mapping it would seem. I've completely broken it, and I can't bear the thought of starting from scratch right now. Anyway, I made a little something with whatever I had working in the hopes that it would inspire someone else to join in on the contest. A little rough around the edges... but guys, I really need a supporting pat on the back right now. I got the TDM blues.:(

     

    Autumn's Breath "teaser".

  7. Did you snap something to a larger grid than they were build at?

     

    I'm not sure. I was adjusting a patch decal, and I was trying to navigate with the AWDS keys instead of the arrow keys for a second. I could see something happening, but thought not much of it until I turned around and saw all these pink caulk stripes all over the place.

     

    EDIT: Seems I have to exit DR and reopen for the "error" not to translate to other saves. Sadly, I've lost a rather large modification to the mission.sad.gif Oh, worry not child... this may lead to bigger, better things.wink.gif

  8. Help! Bit of a crisis here. I must have inadvertently pressed a key or something. Now there's an ever so slight gap between the brushes, revealing both caulked surfaces and z-fighting... and boy are they battling for survival. I'm not touching anything until further notice.

     

    EDIT: Yes. My map is broken... current rendercrop error. :( Luckily I save often. But I'd like to know what might have caused this sudden disassembly of my structures.

  9. you should be able to just flip her to face the correct way before the fall, otherwise you can pose the ragdoll if theres no long drop distance, i.e you find her already face up. To pose ragdolls ummm there was something recently on the forums asked by BD, otherwise the wiki most likely has the relevant commands and notes :)

     

    I've managed to rotate her correctly. It didn't occur to me to fiddle with the rotation of the actual ragdoll rather that the rotation of the teleport entity. The results are sending shivers down my spine. This is going to be real cool when it's done. Are there any plans to modify the females so that their skirts rest at their feet as they're lying there? The view is... ahem... sort of distracting.

  10. Back to my dramatic falling ragdoll scene... Can I control which way she faces when she hits the ground? I seem to be able to control her rotation on one axis (don't ask me which, cause axis are confusing to me), I just want to flip her over, so she lands face up. I want to see her eyes, her pain... her story. Yeah! That's it... her painful story.

  11. I don't think so. I think there is only one script that works that way - the main darkmod one and it includes all the other darkmod ones. For the mapper if you put the script in a script folder it still needs 'including' in a map script file.

     

    This is what I do to get round it. Keep your map and script file the same name all the time and to save backups use Dark Radiant's 'Save copy as'. When you use that it saves a backup with a name or number of your choice but your main map stays the current map for normal saving. I put these copies in a sub folder just for that map and I just give them a number which I increment each time. Once started it's very quick and your main map stays the same name all the time.

     

    I'm an old dog, new tricks are hard, man... But I'll certainly try to approach it your way instead. Thanks. :)

×
×
  • Create New...