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Snakebite

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Everything posted by Snakebite

  1. Is it a good idea to build on different map files buildings and then move them together when they are all ready?
  2. Lowering it seems like a good idea. That should make it look fine. I just started to work on the area and that's why it looks empty. That's how I did it. I put a model and added the lights.
  3. Take a look at this screenshot: http://yfrog.com/aflightingj I need some adivce regarding the lighting of the chandelier. In order to properly light the floor, the ceiling gets over-lighted and so it looks awful. I tried resizing in different way those 4 lights but I didn't get it right.
  4. That's what happens. I'll play around with other torch models but not many will fit best in the situation. Non-extinguishable is out of the question in this case.
  5. I used the model for the body - wall_gaslight03, and for the light - light_oilflame_movable_1. I just put them near eachother (of course to look naturally). I replaced the dead link from the above post.
  6. A created a extinguishable light torch. While testing I used a water arrow, the light got unlit but the torch remained bright. Like this: http://yfrog.com/mrextinguishedtorchj I remember some author complaining about this behavior in "The Crown of Penitence" - or so I think. Any fixes for this?
  7. Uninstall the the mission already installed and DMAP again. Now it should find the .lin file
  8. No Just follow the tutorial. That is just one of the methods. There are easier ways and you'll learn them as you go through the tutorial or as you play around with the editor. My method - I create a brush thick as the wall and as large as the door+frame. I put it where I need the door and use CSG substract to create the hole (this will automatically split the big brush into smaller brushes). After that I remove the temporary brush.
  9. I have ATI RADEON X1600. Is not a big deal. I've noticed it happens often when I pass through brushes (especially horizontal ones) at an angle from the grid. If I really need the camera view I just restart DR. Anyway this belongs to another thread so I leave it.
  10. Thanks for the support. I really need it. I get a leaked error but no pointfile is generated. What now? The map seems perfectly sealed and I cannot find any useful information on the wiki. Here's the map file if anyone needs it http://fbx.ro/nxc61fi6p1o7t3gn And one more thing - the textures in camera view become blurry if I move around. I need to restart DR to show them properly again
  11. Very helpful; and quick. Thank you. That takes me back to the original problem which will remain like this. I have a building with a double door which initially I wanted to open simultaneous. Since I have many transparent surfaces throughout the building that lead outside, I guess the doors will open separately. That applies for 'caulk' too? Can I seal unopenable transparent windows with caulk?
  12. I already read that text. I knew where it was not sealed. The problem was repairing the gaps. I am working on a rebuild of the area so it is done as it should be. I have a question about glass texture. Applied on a window (openable - else I would have used a caulk surface), so you can see through, makes the building not sealed?
  13. About Z fighting - I experimented around with some brushes fighting and it doesn't seem to have a bad effect in-game except visual when they wear different textures. Are there any BAD things that can happen or something I should know first when I use on purpose 2 Z fighting brushes?
  14. I am working with grid 8 usually but when it comes to details it must be lower. I was using rotated brushes that cannot snap to any grid since they're angled and from here the imperfect alignment of the bush edges. Is it possible that I can seal the holes with nodraw textured brushes and maybe Z-fighting with other solid brushes (to make things easier)?
  15. Any hints in sealing an area?(I guess this is my problem) There is no way I can find and fill all the microscopic gaps between brushes that make visportals useless.
  16. I am having a small problem. I am trying to create a double-door (not windowed or see-through). The wiki says both of the doors should touch the same visporal. I created the visportal and placed it where it should be. Problem is it is not recognized as a visportal. The r_Showportals 1 doesn't recognize that visportal (but I can see other visportals). If I move the brush with the visportal and place it on a simple door it works. Any idea why is not working? Am I doing something wrong? EDIT: It seems I have a problem with visportal. I cannot put a visportal anywhere. I followed the steps in the wiki or Fidcal's tutorial but I cannot see the portals The r_showPortals 1 will show visportals that are not working? The visportals give me a real headache.
  17. I am working on a balcony double-door which is made of glass (transparent). I am having trouble adding the visportal that opens both of them simultaneously. I put it in contact with the doors and when I check it with r_showPortals 1 it doesn't show there. I read the wiki and says I should not put a visportal in contact with a transparent/see through door, but rather away. This will make the doors not open together (they won't open anyway). Is not important to make them open like this, but will look better . What should I do?
  18. I read the wiki for double doors but I don't get it. Do I really need to create a visportal? I know sooner or later I must add visportals but I was hoping for later. Any other way to do it?
  19. You got it right. That's the way I did it before. But is working now. It was an unnecessary step to convert it to an entity. Back to work - Dark Radiant is somehow addictive. If only I had enough time...
  20. All I wanted to create was an openable window. Before reading the wiki I was creating a func_static from the frame+glass and I added adtm:movers_door to it, moving the Z axis near one side of the frame to open naturally. This was fine - for one window. As soon as I cloned it, I got that error. Now I solved it using the wiki model. But I was curious of the weird behavior of the clones.
  21. After resizing the frame to form a square (in grid 1 - 2x2) and not as I first created them (3x2), everything works fine. It might have something to do with the brushes/functions colliding and eventually Z fighting? EDIT: One working window is fine. I cloned it and boom -> I got this error again and now I think is not the size. It must be a good way to copy a window. I don't really want to make each one of it. EDIT2: I found another way to do it in the wiki page. Still, I would like to know what was wrong
  22. I am getting a weird error after loading a good dmaped file: "Tried to bind world to another entity". Any idea to what it refers? I am getting it after creating a frame for a glass that is supposed to be a window, converted both the frame and the glass to a func_static, added a adtm:movable_door and moved the axis near one of the vertical frame brushes.Without them it works fine. What is weird is that I made this before when playing around in the same map and it worked fine.
  23. What kind of changes should be dmaped? My mission is getting bigger and it is getting more time to dmap, when all I want to see are some minor changes.
  24. I am building a window that can be opened. What kind of mover I should add to the window? I used atdm:mover_door but it rotates from the middle vertical axis. EDIT: Never mind. I find out how to move the origin so it can fit my purpose.
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