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DeTeEff

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Posts posted by DeTeEff

  1. 8 hours ago, Uncertain Title said:

    WE FIGURED IT OUT

    I FORGOT TO HAVE THEM PERFORM THE GAME/PROJECT SETUP

    image.png.6f4e25e7de6b806d6a57b90649306be6.png

     

    The models are appearing again.

    Oh, there's a mission template I could have used...well, guess I'll have something to use for a new map in the future lol!

    Thanks so much for the help @DeTeEff. Hopefully the wife and I can create something good together now!

    Good you solved it! And also nice to build stuff with the wife! :)

    Me and the girlfriend built a boy so hobby time got scarce 🤪

    • Haha 1
  2. 8 minutes ago, Uncertain Title said:

    This is what the directory path looks like:

    image.png.65908d79b7cfbe51ac549f7073953f26.png

    That does make sense, and that's what caused me to restart the project before.

    My friend is able to play the map on their own computer with no issues, however. In-game the map looks exactly the same as mine. It's just this...annoying issue with the models not appearing in Dark Radiant specifically

    Don't worry about it! I appreciate any help I can get.

    I believed he needs to set up DarkRadiant in "project mode" where he points the editor to the right files.

     

    https://wiki.thedarkmod.com/index.php?title=Startpack_Mappers'_Guide#Non-Project,_Common_Map_Setup

    Project Desktop Shortcuts

    To access your map as a project from Dark Radiant you can either make a desktop shortcut OR set the game parameters in Dark Radiant:

    Setting Game Parameters within Dark Radiant

    To configure Dark Radiant to access your map in a project folder:

    • Dark Radiant > Edit Menu > Preferences > Game:
    • Mod (fs_game) = mymap
    • Mod Base (fs_game_base, optional) = darkmod

    You must then relaunch Dark Radiant.

    When you want to access the maps in darkmod\maps you should delete mymap from Mod (leave it blank) then relaunch Dark Radiant.

    Dark Radiant Project Shortcut

    To regularly use Dark Radiant to switch to different project folders it is easier to create desktop shortcuts for each rather than set the game parameters within Dark Radiant:

    • Create a Dark Radiant desktop shortcut
    • RMB menu > properties
    • Add to darkradiant.exe in 'Target' field the parameter:
      • fs_game_base=darkmod fs_game=mymap
    • So the target field should be eg,
      • C:\DarkRadiant\DarkRadiant.exe fs_game_base=darkmod fs_game=mymap
    • Rename the shortcut eg, Dark Radiant mymap

    Whenever you run that shortcut then the game parameters will automatically be set in Preferences.

    • Like 1
  3. @Uncertain Title I have the same issue with my "module building map" because I put all my custombuilt stuff in a folder so I get notified when something in a mission is missing. Nowadays I always use an isolated approach when building because it's nerve wracking to have to search through all custom assets to add to the mission so nothing gets left behind. Because when you play test your mission by yourself, the game doesn't distinguish between local assets and assets that is needed in the mission you're playing. So when your players play the mission, they will be missing files. It's like camping in the living room and always go to the bathroom to piss and the kitchen to drink and then believe you got the camping mojo down. Then when you're out in the wild you realise that water is scarce and there's no toilet to be found! Sorry for long post and strange allegorical sidetracks.

  4. 4 minutes ago, Uncertain Title said:

    Man, I sure hope not; I had to restart my project once already because of that exact issue.

     

    OH I should have included that playing the mission works perfectly fine. There's no issues with the models at all!

    Where in the folder structure do the models live?

    I guess they're stashed away in the fms folder? Then,when you open DR without specifying which mission you're working on, the paths are wrong because DR looks for them in the root folder.

    • Like 1
  5. 1 minute ago, Uncertain Title said:

    Have a friend who is interested in Dark Radiant and wanted to look at my map. When they load it, all models that I've made appear as grey boxes.

    If they try to create a model, my models don't appear. I did include my models inside the fm, so I'm not sure how to get it to recognize it as a valid directory.

    Not even selecting 'Reload Models' gets it to recognize it.

    Anyone have any ideas of how to fix this?

    image.png?ex=670c347c&is=670ae2fc&hm=0f72500b953795c17642fd8f46931682080b00f3983e5d290f5d68d95bf66fc3&=

    I believe that has to do with folder structure and paths. When you built the mission, you probably used an isolated project approach and that means DarkRadiant goes into your fms folder to look for your stuff, not "out in the wild" ie the "root" TDM folder...

    Some more skilled person should probably confirm my tips before you start rummaging around with the files though :)

  6. If you add the standard keys, the one's designed as the dev team "intended" they are stackable, but never dropable. I made custom keys to allow dropping just because some people like that (ghosters for example). I love that you took time to look into this and your findings confirm my thoughts on the problem.

    I just have to revert to use non dropable keys, and the problem will go away.

  7. 3 hours ago, JackFarmer said:

    Are the keys in question def-attached to AI entities?

    Why do you need the keys to be stackable? Are these stackable keys meant to open only one specific (or several) door(s)? Or do you just want to avoid inventory cluttering?

    There are both entity attached keys AND laying keys in the mission. There are several instances with the same keys so they need to be stackable, and to avoid cluttering in the inv I want them droppable. It's not game breaking but I want to fix this bug...

  8. I'm having problems with keys in my mission. I've made them stackable and droppable and when you stack some and drop and pick up, they seem to loose their name in the stack so they don't work on the door anymore. Locked doors use the keys entity name to open with the 'used_by' spawnarg but I wonder if there is a way to use the inv_name in some way... 

  9. Hello!

    The time has (amost) come to enter beta testing for my entry to the anniversary contest!

    It is almost weekend and I believe people may have more time to test then.

    Therefore I'll start to ask for betatesters now, then I have a few hours where I can make the last arrangements so I have a playable mission(s). (There are several playstyles. Why make stuff easy DeTeEff)? :)

    So you'll have the day to sign up, and (hopefully) I can post a thread in the beta testing forum with a download this afternoon.

    /Cheers

     

    • Like 3
  10. @nbohr1more Update: As the leaking occurs in a corner I tried to add two separate slivers of shadowcaulk (turned into func_static). It leaks.

    But if I combine the two into a single L-shaped func_static, the leak disappears. I didn't add forceShadowBehindOpaque 1.

    So I guess I'll try the method of adding shadowcaulked func_statics to the problematic sections...

    Not a clean solution, but who said mapping should be a clean affair? :)

    • Like 1
  11. 58 minutes ago, datiswous said:

    If you would use another texture than calk, would there be a noticable performance hit? If not, I don't understand why mappers still use calc. It's already proofed that calc gives no noticable performance gain. Maybe use a 1px texture?

    Maybe I'm an old fart that just want to build clean and caulk is a really noticeable texture, which also can be filtered out. And it's nice to use caulk because I know that as long as something from the module is visible it will be rendered in front of the caulk.

    Nowadays you may surely be right in that the performance hit is negligible. 

     

    @nbohr1more It's a sealing brush so making it into a fun_static wouldn't be so good. Perhaps if I add an internal sliver of shadow brush inside the wall, func_static it and try your solution... Nightshift tonight so won't be able to test for some time though... 

    • Like 1
  12. Hi!

    I'm doing the module approach with my current mission and I'm using shadowcaulk to seal of the individual locations from leaks/portalization etc. But at some random places, the light seeps through. I have encountered this before and then I used shadow brushes to try to cut of the light, but this doesn't seem as the ultimate solution

    When I seal with just some random wood texture I can seal of the light, but it feels wasteful of resources to use those textures inside walls...

     

    Do I just have to leave the caulk solution and use some "ordinary" textures or is there a workaround?

    Leaking light.jpg

  13. Okay. I got it this far:

    I'll write a list so another noobs, like myself, can follow:

    1. Create a custom.def in your def folder

    2. insert this

    model CUSTOMNAME_tdm_ai_priest

    {
    inherit        tdm_ai_proguard


    mesh        models/md5/chars/builders/priest/builderpriestmesh.md5mesh

    channel torso ( *Spine_Dummy)
    channel legs ( origin Pelvis Pelvis2 *Hips)

     

      anim idle_eat_muffin        models/md5/chars/guards/proguard/idle_eat02.md5anim    //reaches out to table and eats food
        {
           no_random_headturning
            frame 1 object_call syncLegsWithTorso
           frame 21            attach atdm:moveable_food_muffin muffin hand_r
            frame 48    sound_voice tdm_crunch
            frame 125    sound_voice tdm_crunch
            frame 130        destroy  muffin
        }

    }

    3. Then add the spawnarg 'model'    'CUSTOMNAME_tdm_ai_priest' to your muffin eating man.

    4. Target him to a path_anim with the spawnarg 'anim'        'idle_eat_muffin'

    You may need to restart DR/The game to make it reload definitions and god knows what...

    • Like 1
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