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Posts posted by grayman
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Thanks! DL'ing now.
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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?
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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.
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And I've found no other problems in testing.
Thanks for this.
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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.
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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.
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I think this is a regression. It used to work okay.
And it only affects selected faces.
Unselected faces are working fine.
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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.
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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.
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Yes, the behaviour is intended. It was the easier solution, as detecting an ongoing drag operation is more complicated for the XYWnd class.
Okay, thanks.
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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.
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Just posted a note on 2251, the item-dragging problem.
I don't think this is fixed yet.
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I took a copy of the pre-release.
I can verify that the "looking through a snow texture" bug has been fixed.
And thickening patches works correctly now.
Greebo, you want us to close issues now, or wait until the official 1.4 release?
Thanks!!!
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My brain just blew up.
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This thread has a good discussion on how to make signs and text decals ...
Maybe that will help.
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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.
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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.
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Okay, thanks for the tips.
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Cool.
I just learned that CTRL-Tab changes the ortho view!
I don't use more than a few of the key controls in DR (and I cuss a lot when I mistakenly go for "H" and hit "J" instead), so my other apps are safe.
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Fidcal:
I wasn't on the thread until after the Christmas contest, and I can't find an example of what should be posted in my entry's thread.
And how do I "open a poll"?
Could you post link(s) that would help us newbies out?
Thanks.
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It's a weird feeling when I see a picture like that that makes me want to move the mouse around to see more of the ceiling, the walls, etc.
Very nice.
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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.
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Thanks for the suggestions.
I'm putting in multiple small speakers.
No time for experiments, since this is for the vert contest.
I agree that the engine should treat sounds differently underwater.
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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.
So, what are you working on right now?
in TDM Editors Guild
Posted
We'll do this after the vert contest is over.