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Everything posted by DeTeEff
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Just a thought: Would it be a bad idea to make a HUGE brush (and make it a room around the whole map) and give it the caulc texture, to eliminate the bother of leaking? Would this be a problem with rendering or dropdown in FPS?
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The Dark Mod Great Summer Vertical FM Contest!
DeTeEff replied to Fidcal's topic in TDM Editors Guild
I'm also mostly using doors and AI-people to get a sense on how big/small things will be Sometimes I can build a house in one session before testing in-game and if I have messed up I may be confronted by a HUGE house -
The Dark Mod Great Summer Vertical FM Contest!
DeTeEff replied to Fidcal's topic in TDM Editors Guild
Haha, a real carpenter is solely dependent upon feeling -
We have learned that it's beneficial to convert complex multibrush-constructions like stairs, into func_static. But as AI pathfinding doesn't work on these we make a ramp with Monster clip...the problem I found is that this clip produces wrong footstepsound from AI...It's like the stonesound on my metal stairs :/
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Thank you Tels. But I couldn't find the errors there either...well, well, the actuall textures I have mentioned are allready noted above...
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Is there any way to dump the DMAP-text so I can read it? When i scroll to the top, there is no texture-error (no more than a thousand of "Node without a volume"-errors)...What does this errors mean by the way? I have tried to capture the error with pen and paper(!) as it flashes by and I came up with this; Couldn't load image textures/darkmod/gleeful/daysky Couldn't load image textures/darkmod/metal/flat/brush_steel_scratched01notiling_s (The daysky is shown as a 'Shader not found' in the Media browser, but the metal surface is showing...) The wooden floor is: textures/darkmod/wood/boards/polished_01 It is almost the same on textures/darkmod/stone/cobblestones/cobblestone_fan_pattern
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The Dark Mod Great Summer Vertical FM Contest!
DeTeEff replied to Fidcal's topic in TDM Editors Guild
I haven't had time to check in DarkRadiant how big/small 1024 x 1024 actually is, but now when I see it I think it is totally enough Fidcal, note down one vote 1024 x 1024 -
The Dark Mod Great Summer Vertical FM Contest!
DeTeEff replied to Fidcal's topic in TDM Editors Guild
Sign me up! I am not ready with my "main" map yet, but this can be fun When it's a time restricted contest one may get more fire in the butt to really finish it off and get it released EDIT: Deleted some text... -
For the wood, it is a wooden boards-material that has been in the mod since the first release. The footsteps sound like steps on wood, but the problem is that there is asymetrical pattern when I run. I'm currently at work so I just wrote what I could recall As soon I quit work I will inform you more exactly...
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1: When I run on wooden boards, it sounds like one stepping sound is missing. It's like, clomp, clamp.......clomp......clamp, clamp, clomp......clomp.......clomp.....etc...Is that normal or have my itchy mouse fingers managed to delete important files? 2: When I DMAP my missions an error which sais that Gleeful/Daylight, or Daysky o something is missing...also a Scratched metal of some sort is missing...I have never experienced any bugs in game so I haven't cared too much about this before...
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Mhm, mhm...Is it beneficial to, let's say, make a whole staircase into a func_static? The steps as well as the railings are brushes...
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Ahh! I hoped to see a thread like this It's interesting to see the people behind the usernames...It seems that most of you guys are working with computers. Hehe, My name is Daniel and If you are planning a vacation in Sweden and have a barbeque party and burn yourself, well, then we may meet I work as a nurse at one of the two intensive care units for burn victims in Sweden. I am quite young (27 years) and have only been in this business for 3 years, but only one year in the burn unit. My interests are: Gaming, painting warhammerfigures and music. I used to play cello for lots of years but the interest has faded away since there is actually no space to play in my current appartment! When me and my girlfriend moves to a larger appartment I will take up this hobby again, and also give piano a try! I also fancy making up my own games, computer games, card games and I even work on a table top game, from time to time But for most of the time, the projects slows down and the excitement cools off and the progress comes to halt My ambition is to make at least ONE good FM for this mod!
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Is the effect only noticable when DMAP-ing, or is it beneficial for gaming also? Is the only drawback with func_statics that they chew up entity slots?
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Haha! That's some serious equipment you've got there PranQster Can't see how that can be inplemented into a stealth game though Maybe by blasting down a wall and escape? Hehe
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As a get it, there is now only one candle light that is moving to simulate flickering, and there is one that doesn't move. I have some candles in a group, so I would like to have some more irregular moving pattern so they don't move in unison...suggestions? EDIT: I just looked at the sources candleflame...I will instead use the prelit candles wich have more flickeringmodes
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When you have a method you're (somewhat) satisfyed with, please post a step by step tutorial on the Wiki
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I feel quite like Dave here Starting missions, but after a few weeks I lose interest in it and want to start a new one. I have thought of starting another map to keep the fun in mapmaking running, but I imagine I will gradually leave my original map and the new one will soon follow...So I have decided to keep my discipline and hold on to ONE mission which I SHALL finish! Hehe... I have gotten myself into a huge projekt, but when the mission is done, it will be VERY unique in at least one way I am very eager to get the mission ready for playtesting so I can get some feedback for my effort and hard work.
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Yes, I have added NoDraw on all other five sides...In the editor there is this grey untransparent glass-look, but ingame there is only a black hole...If i turn on Noclip and slide almost into the mirror, the mirror works just as I slide into it... EDIT Somehow I have succeeded To save time rendering, I had copied the bath room to a small testmap. The mirror didn't work in that map, but I tested in the original map, then it worked...strange...
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*sigh* This might be a simple question, but how on earth do I make a simple mirror on the wall. I have checked in Bikerdude's nice mission 'Business as usual' and figured out i need a Worldspawn brush with one side 'textures/water_source/water_reflective_3' and all other sides NoDraw. But the mirrror is totally dark and only works when I take noclip and slide almost into it. Has this something to do with visportals or skyboxes or anything?
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Ahh, I tried dabbling with those decals a few days ago but coudn't get it to work... But a new try a moment ago resulted in a nice plaque Thanks for the help! BTW _Atti_ that sign-thing that according to Fidcal will be available in 1.03 seems real nice
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It happened just now and I have nothing more than DarkRadiant and Firefox... Tried again to start the game and it worked...It seems to be one of these unpredictable things with computerprograms...Not much to do... Well, now I have at least stated it here so we have documentation of the error Thank you anyway!
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I hope this is the right forumsection to write in... Sometimes when I start TDM it starts with a grey screen, then it SLOOOOWLY becomes the clockwork-image and SLOOOOOWLY the menu...why is this? Is this a known error? Note that it is only sometimes...it usually is fixed by restarting the computer, but I would be grateful for another fix
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Thanks for the support! I kinda fixed it with some patches...but for the number decals in the doom library, how exactly do I go along with those?
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Allright! Been away from my nice little (not) map for a while and there are some problems. 1. http://i99.photobucket.com/albums/l303/Medicchefen/shot00001.jpg Look at the left side of this plaque. I have experienced these lines on many places where I have made lots of intricate work with small brushes using the smaller grid sizes. How shall I deal with this? 2. Is there any way to link a fire-entity to its holder and make the holders change the skin to dark, when the fire is estinguished? I mean: Burning flame - bright glass...water arrow - glass changes color to an unlit version. I am talking about the models/darkmod/lights/extinguishable/gaslight4.lwo I can make realistic skinchanges light on, light off, when I add the Entity atdm:lamp_electric_shaded_lit for example, which of course is an electric light...but couldn't find the gaslight4... 3. And just a minor thing. The left light is using the Entity atdm:lamp_electric_fancy_up_lit. When it is powered off, the whole glass-thing disappears, as can be seen in the lower photo I assume this is because the unlit texture is actually a no-draw-texture of some kind? http://i99.photobucket.com/albums/l303/Medicchefen/shot00002.jpg http://i99.photobucket.com/albums/l303/Medicchefen/shot00003.jpg
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I had that lightning-through-walls-issue before and I realized that I had added the wrong type of texture to my walls; Make sure the textures name, doesn't have "ns" in the end...that stands for No_shadows and that was my problem