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DeTeEff last won the day on May 25

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About DeTeEff

  • Birthday 01/01/1983

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  1. Assets from 2.10 you say... Seems scary to add stuff from an not-yet-released version? How do people go around that? Do they install two separate versions of the game? I feel like I'm the only non-computer guy here As a side note, what features are available in 2.09? I see a bunch of coding fixes and assets but no direct "feature" Maybe I'm just tired from night shift... I can see mr Bohr's steamy eyes wanna lure me into this I want to, but I don't know if my main mission would love to be put aside again...I hope it's not mandatory for a contenstant to announce their participation in this thread? One could lurk with a mission and poke around in DR and when you feel you're having something to come up with, you chime in, right?
  2. My body wants to participate, but I don't know if my mind will join in. I am working on my main mission yes, but a part of me would like to start a new one, better planned from scratch. The positive thing would be to do just that, set goals from the beginning and create a nice, small mission... But will my energy be burnt and the main mission set on too much hold? Too bad prior work isn't allowed On a side note, definitely not to sound cocky, but isn't it too easy to rake in all extra points just by adding a few extra, random models here and there from every new version? I don't know from memory exactly what model is from which update but aren't there at least one small and unassuming piece of the world in each? I think the added asset should have at least some significance to the story to count.
  3. I stumbled upon the solution to this as I randomly browsed the wiki. (Should have looked more careful from the start) One should add the spawnarg "noFogBoundary" 1 on the foglight. That way the fog doesn't get "painted" over the sky; instead it's clear and only the buildings and structures are fogged and therefore all emitters like fire and chimneysmoke are rendered as the should.
  4. Since this is the newbie question thread, here's one that I feel really should fit; (I believe I should know this, but no, I do not ) You probably think I'm nuts but is there any simple way to see/know exactly where every material definition and skins and such are stored? I would like to "Hey, I like this model I found in DR, but I would like to tinker with it (add a new skin to it or change the graphics in some way). I wonder where the material definition and graphical textures are stored..." My solution this far has been: extract every single pk4-folder and search through them one by one and open the text files I believe contain the stuff I need and after 30 minutes my head hurts and I want to kill everything within 50 meters... It would be golden to be able to enter the Skin name, from the model inspector in DR, somewhere and get a pointer to which folder the material files/data is stored...
  5. I don't think your comments were too personal. More like it gives the review a more personal flair and colour. Not just a boring, totally objective look on the mission. I usually fall into the desire to create unique gameplay when I make my missions, and though my next one will have some special aspects, it won't contain any uncharted/unique gameplay styles
  6. Oh, sorry for not noticing this post earlier...Yes, that works. (But I have already put an hour into searching through the mission for all faulty models I'm an expert on spending my time wisely! Haha)
  7. I have dabbled some in creating custom models/modules and when I changed the path/maptree I (of course) broke a lot of models in the mission. Is there any easy way to find these broken blue/black boxes besides snaking through the mission with noclip or in DarkRadiant? Could it be possible to implement coordinates? The consol is very useful when it comes to reporting not functional visportal separators. The consol error; "Couldn't load model: 'models bla bla (nor the fallback to LWO)
  8. Not a questioon but damn! Today I learned that you can resize brushes that you've converted into func_statics WITHOUT first reverting to brushes, by pressing the tab key. THAT will save me tons of time, especially in situations where the func_static or entity is littered with spawn args, like when you need to resize a trigger box or those clip boxes inside chests etc...Before knowing this I used to copy the entity and drag it aside to save all the spawn args, and then reverted the original brush to worldspawn, resized it, and remade it to a func_static, and then added all the spawn args from the copied box...
  9. I miss those times... Are there any plans for any upcoming building contests? Perhaps something to ponder...
  10. Lots of love to you thebig, for trying this! Don't kill your spleen though...!
  11. I want to cover my whole mission in a light fog but as the topic states, I've got problems with particles, especially flames from torches and chimney smoke when these appear in front of skyportals (caulked face with a portal_sky texture in the same leaf). The particle doesn't render in these places. (Left picture below) I'm using a foglight that covers the whole mission and it have the following properties/spawnargs _color 0.06 0.06 0.06 shaderParm3 2000 textures fogs/delta1_fog Everything is nice and it has got the effect that I'm after, but I cannot see the flames/other particles as I want. It's like the fog gets so thick outside the map that it nulls out the skyportal and messes up the particles in front of it... I have tried to start the shaderParm3 on extremely high numbers and then slowly lowered it, but as I go so far that the fog is visible in the mission, the sky parts are greyed out and the flames disappear when the torch moves in front of the sky...The skybox is outside the fog light btw. As a sidenote, if I use the spawnarg "start_off 1" on the light, the skyportal doesn't work (the sky parts are just plain black). I have to remove the light entity altogether to be able to see the skybox, and a clear sky...but I want fog, dammit!
  12. Don't know if this has been suggested before, but would it be possible to implement a method/feature for randomizing texture shifting on selected objects with a mouse click? Often when you create objects that consists of many small but similar bits (stairs, railings, beams and such) you create on bit, then clone and drag the new object out (At least that's how I do it). Even if you have texture lock disabled the surfaces that's facing the way you're dragging stay the same. As it is now, I take some time afterwards to select some of these, shift them, and then select some others and shift some more, to break up the repetition. Would it be possible to have a feature, like select every part with alt+shift and click a box and WHOOSH, some algorith shifts the indivdual textures at random? It could even be a popup box with several selections so you can adjust which textureorientation-stuff that should be offset/randomized (shifting, rotation, scale and so on).
  13. I just read The Dark ones reviews of my (old/only) missions and man, honest words they are! (No, I don't roam the forums as much as I should ) My stomach hurts everytime I think about my earliest works and I was surprised that even if the majority of the points were negative he could actually find some things that he liked, haha. Believe it or not, I've not quit mapping. My motivations sway between mapping and painting miniatures and skydiving, three things that eat up time from when I don't work at the ICU ... I have no ETA for the upcoming mission but I have made good progress the last days with my girlfriend helping with the readables and other stuff... It's so frustrating to relearn everything; objectives and folder structures and so on, takes so much time when you haven't mapped for some time...
  14. So sad to hear these bad news I didn't have much contact with him more than via some random scripting questions through the forums, but he always seemed to be a humble man that had worked with a lot of editors and games through the years. I hope he did have a good time in his last days without pain and may he now roam the Builders House, frobbing what he can!
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