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Scampada

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Everything posted by Scampada

  1. Both solutions seem to be handy. They have different application area though. Just now I need a usual stop lever, but in the future it would be cool to use this Especially since my mission rotates around a volcano explosion. This isn't so scary, I will need this to simulate a disaster anyway.
  2. I want to make an emergency stop lever in a lift. How can I do this - can I, say, give it an action to change the lift's speed to 0, so it won't lose its target and it won't be required to be restored later. Say, a lever sets lift's speed to 0, it still moves to its target but with zero speed... Than, I activate the lever again, and its speed is restored to normal. Is it realistic or I have to generate something cleverer and complicated?
  3. Or I can put custom brushes above these. They're nodraw, so there won't be z-fighting. So, if I set up a lift without these aassolids, monsters won't be able to use it?
  4. Aye, I had tried setting the grid to the smallest, but to no avail. Okay. I have created an almost-round stick using only brushes and cutting very small pieces off them. Then I converted them all to func_static to make it one piece. Is it less safe for performance than curved patches? One more question. What is this for? In one of the prefab buildings there was a lift, and its structure didn't contain any aassolid brushes. Only obstacles and multistate_positions, and visportals. On the other hand, in the elevator prefab there are aassolids. What are they for?
  5. I can't create a curved patch as it is described in 'Creating a tower'. It becomes triangle instead of a 'nice bevel'.
  6. No,no. Its skins all have those nodraw jobs.
  7. A tip for rookies like me: always snap all to grid at the very beginning! I have spent four days to a single apartment in a little house and now I'm snapping - at last - house walls, and it's scares me a bit. Maybe I'll compile this later only to get several ***leaked*** warnings. After it being working well for a whole week...
  8. Or maybe it is presented but contains errors after editing of some kind? I put a door with nodraw textures in places where hinges and padlock must be. Do I have to place brushes in these places manually and give them corresponding textures and bind them to the door? I'll look at the A-Z maybe) Okay, I've read the Doors page, but I still don't understand. There is a door model which I selected in Entities list. It has two 'hinges' brushes projecting outside from it very little, and a brush in padlock's place also projecting outside. All three have nodraw textures and are not displayed in game. It is not possible to revert this model to worldspawn and set proper textures for these three brushes, and I see no other obvious way to set it. How do I turn these nodraws to metal hinges and padlock?
  9. Can I assign few broken models to one entity? It's a bit difficult to find a proper broken model for a flower pot, so I decided to assign say four generic_shards models to it when broken... If it's possible, sure. + Which Wiki article should I inspect to find out how to bind not only two models but two actions? I want a door open swinging and its handle leaning down at the same time.
  10. It's okay. I don't know what it was, but it's okay now. I didn't check whether it was okay just after reboot, today I launched DR and moved the suspicious wall part here and there, returning it to its position after all. There are no glitches anymore.
  11. No. All filters are off. So there is no visible caulk. There is no more than what there is...
  12. Looks like a clue. I did something to this part of wall (to the right, above the window). Perhaps resized it... Merged it... And then... What could I do? https://pp.vk.me/c627723/v627723788/50b2/Qo4vFJCKUVg.jpg https://pp.vk.me/c627723/v627723788/50a2/B_Q8CpiGu7Y.jpg The wall that is displayed wrong isn't A wall - those are three different walls. All displayed wrong at the same height...
  13. Yikes! Looks like when snapping a door to grid I have disadjusted it with its visportal. Hee hee, looks funny. I have half a wall invisible. Hmmm... The game said that it couldn't load collision model for some blue china dish or something... I tried making it movable... No it wasn't visportal. It wasn't improper textures also. I don't know what is it. Just a gap in a wall. Editor: https://pp.vk.me/c627723/v627723788/50aa/WfN1kwEFHHQ.jpg Game1: https://pp.vk.me/c627723/v627723788/50a2/B_Q8CpiGu7Y.jpg Game2: https://pp.vk.me/c627723/v627723788/5099/ldRPD3xZZlY.jpg Game3: https://pp.vk.me/c627723/v627723788/5090/HsSx2-7PkfM.jpg(no problem up there) Looks like a whole wall section is invisible... but one-way only, and only in the game. There may had been a wrong visportal in a door - I removed it. Corrected all textures around. I can't recall what I had been doing before this bug appeared. Maybe, adjusting the window size, and cutting walls. And snapping things around to grid.
  14. This is right, but there is no up. Look. https://pp.vk.me/c627723/v627723788/5055/T0jvY-8TWWI.jpg No way. Well... I might draw my own window with brushes... Boring, but this will do exactly what I expect. Maybe... but they have different shapes. Btw, this shape is also not that I want. I want reallly transparent window, but this is only half-transparent. So maybe I really gotta draw it myself. Sounds good. I'll keep this in my mind. Thank you.
  15. I changed the 'origin' value manually and the window just shifted in space. The same effect that would appear when using 'Translate' tool. I did something wrong?
  16. https://pp.vk.me/c627723/v627723788/4f87/nVSKg0izaJ0.jpg Look, it's a window model. I can't set it openable because it swings wrongly. A door rotates from its edge, and this window rotates from centre. I found no way to affect this. How do I make a proper openable window using model?
  17. Maybe it would be nice if I started my own mapping topic and asked such specific questions there? And maybe someone could look at snapshots and say what he thinks is looking wrong. Or my questions are yet way too newbish? I just started thinking that I'm flooding this one single topic too much. And sometimes I want to ask some design-oriented questions which aren't even newbish, so are off topic.
  18. So, it's not possible to extend Moveable class with Projectile? Maybe not I guess, for it would do damage even when standing still, yeah? 'Stay away! It's The Chair of Judgement!' Hmmm... Maybe it's possible to track a chair state and extend it with Projectile class when it's held by player? Well, do arrows do something alike? When they are flying, they do damage, when they stop moving and strike a wooden door, they become harmless. One more question: how to use a Slow Match tool? I placed a candle and a match in a room then tried to loot the match and lit a candle. It doesn't work.
  19. This makes sense. I do not know exactly how it's all done, just guessing but maybe arrows have some property or, as it is named here, spawnarg like 'damage_hit'. I've even seen something like 'damage_crush', maybe that's it? If it was right it would be difficult though to understand to me how to merge two classes in one, I mean 'moveable' and 'damage' in one entity. Btw, it's cool when a door opens despite of a chair standing against it, but doesn't open when there are THREE chairs barricaded. Looks quite realistic.
  20. Well, it is possible to make a physical interaction between two movables: one that you hold and one that is standing still. The wilder I swing my mouse the stronger is the interaction. Is such realistic physical reaction possible between say a chair and a guard? I mean, to bash him!! and knock him down!! and stun him!! Yarrr... Sorry, I forgot it's a stealth game Well, I could place a guard on a map and try, but maybe it's not as obvious. Maybe need hard tweaking or scripting. So what? Sorry for poor Eng, I'm tired and do not want to think clearly
  21. So to make a multi-part lift from different standalone brushes and models that I want to move as a single one, I must select them all and convert to func_static, right? And to link a model or brush to other without casting to static, I can use a 'bind' property? There was a 'lift' complex shape and three buttons which were standalone but bound to it. So it all was meant to move at once as far as I understand. The buttons were bound not cast because they are not static shapes but dynamic ones that can be pressed, or something, right? Best ask that back in the newbie thread. ...
  22. The 'convert to func_static' option isn't available to prefab when selected (it's not highlighted in menu). And will I be able to split them again later, this way?
  23. How to safely rotate prefab houses? Those are losing their parts after rotating. Moreover, the parts that are lost are driven wildly in space taking totally abnormal positions (if I press z-axis rotate button, some parts are rotated wrong and in addition to that they vary their height position).
  24. 2Obsttorte, exactły! Thank you. 2SteveL, thank you too, you helped me to clear my doubts about scripts interpreting performance.
  25. Okay, if it's the only way I can do. Though I want to change it within scripts so I thought it would be better to go 'easier way', not to overload script interpreter with changing team arg for the whole bunch of entities...
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