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grayman

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Posts posted by grayman

  1. GM, if you like Id be happy to spend the time turning them into a working prefab etc - like I did with my Orrery.

     

    Really? Cool.

     

    I won't use it in this map, since the tower is abandoned, with parts moved elsewhere for a new tower. So I don't want anything working.

     

    But if you want to start with this and come up with a true working clocktower mechanism that anyone can use, that would be great.

     

    Do you want to pull it from the map after the contest is over, or do you want something earlier?

  2. Some shots from my vertical map.

     

    High up in an abandoned clock tower during a thunderstorm.

     

    #1 w/o lightning.

     

    #2 w/lightning.

     

    And, before you ask, the mechanism doesn't work. The machines that drive this (and the clock hands) have been recycled elsewhere, and I don't have enough contest time to create true bevel gears.

    post-3633-12797302973_thumb.jpg

    post-3633-127973031484_thumb.jpg

  3. Here's another example of the transparency problem:

     

    The glass texture in these pictures is textures/darkmod/glass/clear_warp.

     

    #1 shows the glass brush unselected.

     

    In #2 it's selected. It's disconcerting when you select a brush and it "disappears".

     

    I'd love to make the test map for you, but I've got to get this contest entry finished.

    post-3633-127971920918_thumb.jpg

    post-3633-127971922278_thumb.jpg

  4. Hey, would it be beneficial if I wrote a wiki guide on skybox creation? Would someone be interested if I tell exactly how to make this kind of box using terragen scenery?

     

     

    I'd like to see one. I spent 2 days trying to make a "look down on the city from a height" skybox, and gave up when I got tired of creating itsy-bitsy buildings. I went to Plan B, which is a single graphic that represents the city from a height. I don't use any modelling programs, but I was thinking of trying to create a model city in POV-Ray and shooting that from a height. Maybe after the vert contest is over. I used terragen once in a POV-Ray scene, so it would be interesting to see how it relates to skyboxes.

     

     

  5. how can I make a patch that is destroyed when player touches it? (I guess a brush would work too)

     

    You can make the patch a frobable func_static, then give it a Frob response whose effect is a trigger.

     

    The trigger target can be a func_remove, whose target is the name of the patch.

     

    Touch the patch and it's removed.

  6. Is the problematic shader a "blend blend" material? I recently fixed (yet) another transparency rendering issue with blend blend materials, and it's possible that this broke something else?

     

    Sample rain shader from tdm_weather.mtr:

     

     

    textures/darkmod/weather/rain_drizzle

    {

    deform particle2 tdm_rain_drizzle

    qer_editorimage textures/editor/rain

    nonsolid

    noshadows

    { //needed to emit particles

    blend filter

    map _white

    }

    }

     

    The sky_portal shader from tdm_portal_sky.mtr:

     

     

    textures/smf/portal_sky

    {

    qer_editorimage textures/editor/portal_sky

    forceOpaque // will still seal levels

    noshadows

    noimpact

    sort portalSky

     

    {

    map _currentRender

     

    clamp

    screen

     

    // fix up the projection based on the screen coords

    translate global6 * 0.5, global7 * 0.5

    scale global6 * 0.5, global7 * 0.5

    }

    /*

    {

    vertexProgram portalSky.vfp

    fragmentProgram portalSky.vfp

    fragmentMap 0 _currentRender

    }

    */

    }

     

    So rain has a single blend, but sky_portal has none.

  7. A different problem re: weather patches and skyportal.

     

    When you select a rain patch, it tints, the wording disappears, and any skyportal brushes beyond it disappear.

     

    When you select a skyportal brush, it tints, but you can now see through it.

     

    For the images below, #1 is normal, #2 is with the rain patch selected, and #3 is with the skyportal brush selected. You can see the skybox out in the void in #2 and #3.

    post-3633-127955137489_thumb.jpg

    post-3633-127955141181_thumb.jpg

    post-3633-127955142719_thumb.jpg

  8. The closest you can get with what's currently available is to use snd_move. This sound will play when the door is opening and when it's closing. The drawback is that it's the same sound both ways. For a squeaking/scraping door, that's okay.

     

    If you get into scripting, then you can keep track of whether the door is open or closed with frob stims, and play a sound when an open door is frobbed. I don't know if there's a boolean test like $doorname.isOpen() that could be used instead.

     

    Door events aren't symmetric. We have this problem with sounds, and there's also a problem with triggers. You can trigger something when a door begins to open, when it's fully opened, and when it's fully closed. But you can't trigger something when a door begins to close. If we had that, then you could trigger your closing sound with it.

     

     

     

     

  9. Internal leak was the first thing that came to mind, because a few of those green portals should have been red or not shown, which they became once you stepped out of the leaking area.

     

    Glad to see you caught it.

     

    I've found numerous pinhole leaks just from walking around and wondering why I was seeing portals I shouldn't be seeing, even red ones.

  10. When manipulating vertices, how can you separate two vertices that occupy the same point?

     

    Sometimes if you select the vertex point and move it, only one vertex moves. Sometimes both move, and it's a problem when manipulating patches.

     

    Thanks.

  11. Has anyone noticed that if you bump into or walk over a movable atdm:* entity (bucket, shovel, coin purse, etc.) sitting on a patch, there's a good chance it will fall through the patch?

     

    This might have something to do with slightly embedding an item into a patch, like a bucket sitting on a dirt patch and you embed it slightly for realism.

     

    It doesn't matter if the entity's origin is above or below the patch.

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