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Posts
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Everything posted by DeTeEff
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Nice map with large areas to explore But it would have been nice to be able to break into at least some of the buildings apart from the castle I need help on this though...
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Or you could try make thin and long brushes, with the caulk-texture, which you tilt and then put them inside the conical patch-roof/ceiling...It shouldn't be too hard unless your roof is very thin. When I read about the sandwich thing above I realised you meant just that
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Nice! It works for me Is it possible to make crossed out text? With lines through them or other indications on a "not wanted word"?
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I hope nobody take offense for that Maybe I should put it this way: It's strange that the awesome programmers that have worked their asses of to create this piece of art missed that little thing I actually jumped up and down when I saw the release of TDM 1.01 and the new DarkRadiant Sorry for OT:
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Yeah, I thought about that after my post But it's strange such a bug slipped through though. But anyway, good that we probably have found the cause. But it's not a big deal at the moment because I use a small map which DMAP's and loads fast when I test things like readables...
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Could it be so that the fonts are stored in packed files that DarkRadiant cannot unpack but the game itself can? I have never exerienced any text errors ingame...
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The console says it cannot find font XXXXXXXX Looks a lot like 7upMan's screen shot above... Bah! Here is the entire file complete_error_log Fieldmedic.txt
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As a BUMP I can say that I have the same problem; The text from the left isn't transferred onto the preview-sheets on the right...
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Thank you. I liked your tree level too. That makes me think about the letter chasing-levels in Thief 2
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I also want to share some of my work! This is my first "real" mission (after the tutorial which I didn't complete because I was to eager to start making my own missions ) And of course it's a huge mission, so almost every picture is a WIP... http://i99.photobucket.com/albums/l303/Medicchefen/Stairs.jpg http://i99.photobucket.com/albums/l303/Medicchefen/Room.jpg http://i99.photobucket.com/albums/l303/Medicchefen/Lobby.jpg http://i99.photobucket.com/albums/l303/Medicchefen/Corridor.jpg http://i99.photobucket.com/albums/l303/Medicchefen/Attic.jpg
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How do I make it NOT possible to frob items through brushes? I kinda understand how it works on containers, but in this case I have put a switch on a wall, but the player is then allowed to frob it through the wall brush...the same happens when I put loot close to walls...
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Okey, so I assume I can use as many brushes as I like in my missions...That's good
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Yes, I've read through that page, but it doesn't mention brushes...
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Mhm...I guess the only drawback for the entity solution is that it uses up entity slots? Are there any limit for the amount of brushes?
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That's a good thought. The trim I'm talking about is an interior thing. But maybe there may be exterior trims to walk on
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Naaaah, in Sweden there is very common for the top to be straight...But then again, this house I've built probably isn't situated in Sweden
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I think I will go for the entity grouping solution...(I really need to totally complete some sections in my level so I can post pictures here for you to see At this point I have a quite large mission but nearly nothing is completely done...I would love to be able to work nonstop on it, but things like work comes between )
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Hi! I have added lots of trims along the walls, down against the floor in my mission but the problem is that the player walks up on these when I press against the wall. An approach to avoid this may be to convert all trims into entities and add solid 0 on them, but that would probably use up too many slots...what approach do you suggest? Maybe add a thin, invisible trim, with clipping, above the real trim to avoid the player from stepping up on the trim...?
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I thought the modelling team left som space around the handles on the cabinets and you were supposed to add some kind of square shaped lock on the door to complete the model...But as said, the whole thing is a glitch that will be fixed in upcoming updates...Perhaps I should disguise it for the screenshots I plan to take soon
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Why is there a white square on all handles on the cabinets? I believe there is some custom stuff you could add, but I fail to find anything...
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Thank you But it doesn't tell if the total amount of entitys decrease when you delete them...It may sound obvious but as it seemed in T3ED the avaiable property slots didn't increase when you deleted stuff...So in T3ED you've got to be extremely careful over what you decide to put into your level... Is there any way to show the total of entitys
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In previous Thief editors, there have been some limits of how many things you can put into your levels. T3ED had a properties count limit and so on. I believe that in T3ED EVERYTHING you put into the level snagged a "properties slot" and the slot didn't come back empty even if you deleted the model or whatever. That meant you had to careful plan every model/brush you added. Are there any limits in TDM? Of course you cannot cram the level with models, surely it will stop sometime, but is there any dead end, where the level is outright "killed" if you add too much stuff? And most important; can you "reverse" and free up slots by deleting stuff and plan the level in another way?
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My first post! Firstly I would like to thank everyone on the developement/graphic/programming team that brought us this lovely mod! I was at work, surfing the internet, when I first saw the release of a mod that would transform Doom 3 to a thiefgame WITH ropearrows and all the good stuff from the previous games. And it is solely dependent on us fans making the maps. Is it possible to rezise models/static meshes?