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Snakebite

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Posts posted by Snakebite

  1. So when you say the torch remained lit you mean the illumination disappeared and the flame disappeared but model is still bright as if illuminated? Yes that is a known problem. Not sure if it is fixed in the next update. I'll see if can check.

     

    [EDIT] No, there is no gaslight entity set up for this I'm afraid. Best I can suggest is treat it as non-exinguishable (ie, use a normal light not a flame entity) or accept it looks odd for now.

     

    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.

  2. How did you create the torch specifically?

     

    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.

  3. Are .lin files always created on compile, or just if there is a geometry error? Because I had a leak and the geometry was fine. Turns out it was a path-corner poking into the void and I couldn't find a .lin file to help me with the leak.

     

    Uninstall the the mission already installed and DMAP again. Now it should find the .lin file

  4.  

     

    Do I really have to separate my already created brush into 3 new brushes for every single door i'm trying to make?

     

     

    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.

  5. What graphics card do you have? I've noticed it on some older ATI cards, 1xxx series. I have an idea of what is causing it and will try fixing it in DR when I build up the courage to battle that source ;)

    The problem is that surfaces (only brushes) dont seem to be forced to use perspective-correct texture mapping(affine or whatever), patches seem to be. I just need to figure out where the two differ in the code and have a look at what's there... tho I'm sure greebo has far more of an idea of everything DR related than I do!

     

    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.

  6. 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

  7. Any transparent materials on a brush will mean that the brush can not be used to seal.

     

    That said, you can use a distance closing portal to avoid performance issues there.

     

    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?

  8. Did you follow the link I posted previously? It explains a method for tracking those gaps down.

     

    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?

  9. 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?

  10. "Microscopic gaps"? Are you using a very small grid size (2 or smaller?)

     

    The basic layout of your map (Your worldspawn "rooms" and "tunnels") should generally be made with a grid size of 8 or more.

     

    Using a larger grid size ensures that everything is perfectly precise: no human errors or tiny gaps to worry about.

     

    This also makes everything else (especially visportalling and monsterclipping) much easier in the end.

    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)?

  11. 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.

  12. 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 :P. What should I do?

  13. I'm puzzled by what you mean by adding a door to a func_static. Do you mean you converted the brushes to a func_static and then converted them again to a door? You can assign them to a door entity in one go. Just create any brush/patch arrangement then select create entity in the RMB menu. The func_static option is just a shortcut to creating the most common entity. Anyway, if it's working now that's all that matters.

     

    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...

  14. 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.

  15. 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.

     

    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

  16. 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.

  17. 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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