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ocn

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Posts posted by ocn

  1. Hmm... I think I'm having some problems with my water entities. I'm not sure, though. Splash noises are heard when entering and exiting the water, but there are no actual swimming sounds. I'd swear I've heard swimming in other missions, but when testing to see now, there weren't any. So, perhaps there is none, but I've also notices some sounds in the library that appear to be missing or can't be located. So what's going on?

  2. You could even just save that area as a prefab, spoiling surprises etc :) but yeah, just a .map/prefab is all.

     

    I don't think there'd be many surprises- after all I'm just a beginner so there's a lot of replicated other people until I find my own way. Hope that's okay, though.:P

     

    Here's a piece of the puzzle anyway. Thanks for the patience, guys.:) Or as the doctor says when he prays: "Thanks for the patients, God."

     

    http://oceanarts.net/Downloads/CAVE.map

  3. You see sparkling things just at the highest point of an arch? That is the roof which the arch is covering, z-fighting through. You can caulk the surface and the sparklies are gone. See image 2 from this article: http://modetwo.net/d...php?title=Caulk

     

    I've never seen z-fighting which occurs due to texture alignment.

     

    No. These are black lines and not limited to the highest point, and the textures don't seem to show correctly either. Screen provided, but it may be difficult to see.

    post-3566-129547153102_thumb.jpg

  4. Got some issues with the patches that curve to form arched ceilings and also floors. There are glitches that run between the vertices. And I don't think I've seen that occur elsewhere. And I'm not able to fix it.

     

    Also, I've found that some instances of z-fighting only reveals itself when the textures are aligned/rotated a certain way. That's strange isn't it?

  5. Audio Briefing. Revisiting an old idea, because things are rather quiet upstairs at the moment.

     

    Spoiler Alert:

    http://oceanarts.net/Downloads/Special/tdm/audio/Brief_audio_01.mp3

     

    Sometimes I try to inspire myself by recording stuff.:rolleyes: I need to re-record it though, because of all the popping B's and P's and jumping between british and american accents. But I think the idea is solid enough, if not all that original.

  6. Thanks, Fidcal. That certainly helps. But I remember a mention in the wiki about floating debris on a river, with a teleport system at each end reusing the individual entities. How's that achieved if things won't initially float? Also, apologies to stgatilov for unintentionally hijacking the thread, but it is a related issue.

  7. Otherwise, there is the small problem of "activating" things at maps start, Try this:

     

    * select any worldspawn brush

    * select your moveable, too

    * press CTRL-K to link them. The worldspawn will then trigger it at map start, this seems to be nec. to activate the physics.

     

    Nope. It doesen't work. The object, a standard wooden chair, floats when I pick it up or bump into it. But rests eerily like a ghost at bottom until I do.

  8. wasn't there a warning somewhere on the wiki stating that having objects with physics in water at the start of a map causes them to fly around, but place them over the water so they fall in when the map starts in doom.

     

    How far above? Because wherever I place an object that should float it rests at the bottom until I try to pick it up (then it jitters until it it dropped and rockets to the surface), or I hit it.

     

    Maybe there's a way to simulate a "pick up" before the game starts?

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