Scampada
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Everything posted by Scampada
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Checking checking checking... You are right. https://pp.vk.me/c604519/v604519354/27dcf/P85tJInESXs.jpg Silly me. Due to drastic sloweness of my editor I had turned off plenty of elements at Filters menu last time I launched it. A year ago or about.
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The steps are: https://pp.vk.me/c604519/v604519354/27db4/z3Acumzw1s4.jpg https://pp.vk.me/c604519/v604519354/27d89/ET6xf1oL-4I.jpg https://pp.vk.me/c604519/v604519354/27d65/0tAt1sh-a38.jpg https://pp.vk.me/c604519/v604519354/27d43/w8LecfxuXW4.jpg https://pp.vk.me/c604519/v604519354/27d21/nXPd0rMpmOM.jpg https://pp.vk.me/c604519/v604519354/27cf1/FwTCCpfOhBw.jpg What's wrong, exactly?
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Okay, I see the patch (it looks like "Not found"), but when I apply a decal texture to it, it disappears again, that it, becomes fully transparent. Is it OK?
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I did as adviced and the selection just cancelled... No patch to apply any textures to... What am I meant to do then?
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Oh, sorry, sorry, that's not the pic, not that pardon me
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Here's a pic from my start map...
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Okay. I'll post it later. Is it very hard to make a trigger like this: 1) The Watch is friendly to player; 2) There are public and private areas; 3) If a guard sees player being in a private area he became hostile. This would be great if I could have only that exact guard becoming hostile (and spreading this hostility over other guards he meets) but it's okay if the whole fraction will change to enemies.
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I didn't know about layers. Sounds good. Mmm... this may be OK... My story is no longer than one map... I would like to build one big, detailed and athmospheric map.
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The problem is, I don't want another just-a-playable-map, I want to make a cinematic story including cutscenes. I doubt this can be done by one man himself. Even the concept-proof "Saint Lucia" map was made by a team. And it's just... just a very cool, detailed and polished map. There aren't many scripts, the whole thing's about design. There aren't moving trams or something (that I would like to implement). Sorry it would be better if I added this to my first message I have shared too liitle information, that's why people decided I need help in combining walls together. I will maybe provide some more schemas and the map later in a specific topic.
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No, I have managed to do a little better. You see, when I open say "Tears of Saint Lucia" in my editor my PC stucks forever. And it ain't so huge, just my PC is damn old))
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I can't manage complex terrain, this ain't "build the whole map". There is a straight street and I can't make a freeshape making it a bit rough AND realistic. I have already built a small map. My map isn't small though. It even isn't properly displayed in the editor due to large size. I can surely build some small parts of it as separate maps and paste it later...I'm curious, how was it made in House of locked Secrets: separate copies of some parts and teleports between them? I need to have the map dramatically changed (including changing global light, adding fog, changing skybox, removing buildings' parts, adding corpses and removing some living characters). I believe this could be achieved making two different copies of this part and teleporting between them.
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Hey. Is it possible that someone could be interested and help me? I could share the details in a private message.
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LoL! I was frightened like a puppy but then amused like a child when the Bad Man bashed into the room, opened the other wardrobe (if you know what I mean), comically moaned in despair and left. I don't need any coupon, if I can still buy this novella I will. Obviously the one who mastered this FM can't write a bad book. Geez! What a cool stuff. If you are interested, I had an idea about creating a FM having daylight and a non-criminal (well, at the beginning) hero. I even scribbled a scenery and some schemas. But I'm lacking mapping skills (e.g. complex terrain and scripts. I prefer to do more general design stuff). Also, my PC is a bit outdated and runs editor extremely slow having a big mess of objects in it. I know what to do, I know what is it about but still didn't make it Maybe it's not hopeless trying to get some help&cooperation in the forum? Huh? Yeah, sorry, this must be in an other topic.
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A lift.
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Hey. It's been awhile since I was here last time. Few days ago I continued settling my map with objects again. Can I post some schemes or shots here or in a nearby topic to get experinced users' remarks and criticism?
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It may depend on where the game looks for shared libraries and where they truly are. For example it may search them in /usr/lib while they are in /lib.
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If I set a button spawnarg 'locked', it's still frobable and clickable, but doesn't do anything, right? (I need exactly that behaviour.) Oh, just test it, Luke
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THis is obvious but, d**n, I had nicely shaped a patch earlier and it's looking like crap. Who can say the brush won't?..
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No. I just marked 3D view with red, because the blueprint on the picture wasn't so hard to see. Maybe it's because of a big grid size, and that triangle doesn't fit into it.
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It must be half of a pyramid. It's difficult for me to shape a brush like this.
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I couldn't get it asked more precisely. Thought that pictures would say more than tricky speaking. See, I've formed a triangle with vertices and in the drawing it looks like nice triangle but when rendered in game it looks odd and clumsy.
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Re: patch vertices transforming https://pp.vk.me/c627723/v627723788/5a01/HBV0JXx9kCU.jpg https://pp.vk.me/c627723/v627723788/5a09/24KgJovGo4Y.jpg https://pp.vk.me/c627723/v627723788/59f9/UpXqG0jSAaM.jpg and https://pp.vk.me/c627723/v627723788/59f1/OwDjU8eoxsQ.jpg https://pp.vk.me/c627723/v627723788/59e8/lZex6UU61Ds.jpg Why?
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I had a model selected
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I'm selecting a button model in the model list and then I'm not able to convert it to elevator_button entity. The corresponding option is grayed. And when I'm trying to create an entity from scratch, it says I had not selected a brush. Why? Aye we have! atdm:mover_elevator_button! Oh, it's okay. I could only convert it from Entity properties tab. I thought it's okay to RMB and Create entity, too. It worked in other instances before.