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Scampada

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Everything posted by Scampada

  1. Hm. How do I change player entity class properties? I want to change its team, without changing it for all guards.
  2. Ah. It's okay. It only looks so in editor. It's okay in game.
  3. Hmmm. It makes sense, thank you! I'll try it. But, but-- this IS the ambient_world entity, isn't it?
  4. Hi. It's said that ambient lights do not cast shadows and are continuous all over the lengt. It was adviced in A-Z article that one must create only one ambient light to place it anywhere across the map. This is what I've got after placing it something there. How can I avoid this effect and make all sides of outer buildings walls lightened? Oh. Well. I'll just position it in some else way. But it's interesting for me, can I create a total-lightening light source which would lighten all the map regarding not to position? Even that way, I have parts of my map totally unlit.
  5. Is there a way to create a brush from a room? So It would be possible to easily resize it and roomize again. Or a way to easily resize a room.
  6. Goddamit! It's a shame. Not much to show, though. Just horsing around.
  7. If I place the archer on 'ground' instead of at the top of the tower, it compiles and works good. If not, it compiles with AAS: no entities warning and crashes. Bonus: how to troll a guard (having no weapons). Comprehensive guide. www.youtube.com/watch?v=4QIiW2yYGd8
  8. But, isn't it feasible to make an enemy with a camera shape, and it would have its vision restricted to some special angles and its voice sounding like alarm, and would just shriek and shout alerting all nearby guards? Nothing more would have been required. Is it very complicated? Good gracious. It is said he's made out of something. Was it done using only Dark Radiant or 3ds Max? It's not quite what I am thinking of, but if one could build such a... horrific structure... then, maybe, I could rustle up much less complicated one? If only I knew how.
  9. I tried to test my map in game, it contains only one tower, a wall, an archer up on the tower and a bright lamp on the wall. It starts normally, I step forward to light, archer sees me and starts attacking. If I step forward again, so tower's wall obstructs him, the game gets stuck and then crashes. What's up? Where can I see logs? UPD: it crashes anyway, after he starts attacking me, whether his arrow hits me or not, right when he might attack me again it crashes https://pp.vk.me/c621827/v621827788/27288/OJuoxQcGWWE.jpg
  10. I don't have a desire to just keep all the familiar places to give an opportunity to visit them. I would cut only part of the church and a street dead-end, but I'm already quite not sure if I really do want it. The 'Saint Lucia' background map is rather ghetto-type and my mission focuses on bank. I don't think it's good to place a bank in such a ghetto-looking place. Btw, are there cameras and steambots in TDM? I haven't seen any yet.
  11. Quite a bit, if I'd say. But it was not a language problem that discouraged me. This was rather tricky because of my little experience. Ah... I hoped so, but was not sure. Do I use them apart, then? A lamp model plus an independent light positioned in front of it? What profit do I have from it?
  12. I don't know if I can embed videos to posts, here is a link. I was afraid I can not explain it clear in words. http://www.youtube.com/watch?v=7hsgkXge8Nw I've tried to set noshadows to 1, tried to fix light's position, reading A-Z manual, but in vain. Maybe I don't know something special that I didn't manage to find at the Wiki.
  13. I have tried noshadows, didn't help. Maybe I do a mistake? I create a lamp, then I create a light and position it in front of the lamp.
  14. Thank you. How to make an electric lamp do not cover itself with shadows, making its surface unnaturally dark while lighting?
  15. I agree this would be unoptimized way to get all the map as a base. I feel certain lags even in the editor when working with this map, maybe my PC is a bit outdated. I see that DR does render ALL of the textures and objects at the same time, not as game itself does, using visportal. I want to use a small part of a church in my mission (only one room, or two) and half of the main street, all that what remains I'll just purge out. Sewers, another part of the street, all background rooms etc.
  16. Is it ethical to use someone's map as base of yours? I would like to use 'Tears of Saint Lucia' for my map as base, as it's very athmospheric. Not because I am lazy and don't want to work myself, I would add new parts to it, widen it and remove some existing parts to change it's background, but to keep cool design and gameplay athmosphere. No, I wanted to say: to keep some unified design, as though it all take place in one city. Do you know how cool it's to meet a familiar place in another mission. I guess it's a question to its author but maybe he will read this or if it's not preferable then someone will say it to me and I will not start bothering him.
  17. Can I set a local speaker with a shape different than shpere? I've created a rain according to guide, and placed a speaker. But it's unnatural, that rain sound is centered somewhere in the place where it rains. In the corner sound become almost unrecognizable. I prefer not to increase size of the sphere for it will overlap my house rooms in ever more unnatural way. Isn't there way to make a local speaker with a shape of cube without fading effect?
  18. I'm a clumsy peasant, sorry. Looks like I have managed to remove my skyportal somehow, maybe instead of one of the rain patches, and it seemed to me it's still there, because I looked up through another rain patch and didn't notice #there_is_something_missing... I've returned the skyportal above but it seems to me now that I've removed it after the problem occurs. I've tried something and everything and may removed it in haste... Now it's all UNDOed and the problem's still there. Continuing Somehow I managed to overwhelm it. It works now, I'm not sure thanks to what exactly.
  19. I have set texture of one of the edges of cut floor in the yard to 'nodraw'... Maybe it's causing the problem. It rendered in a strange way, there was some glittering... some glitch in the editor in lighting preview. Its edge was not textured or something after cut, I set it to its main texture but it showed an easily recognizable glittering line in that place... So I set it (the edge texture, not the plane) to nodraw and the glitch vanished. Let me change it to say brick and see... PS There isn't any noshadows texture anyway
  20. Hi, what may cause seemingly no-gap leakings? I've made screenshots, it's easier to show then to explain. https://pp.vk.me/c621827/v621827788/26cbc/yHF5truNryM.jpg<-- there aren't any gap https://pp.vk.me/c621827/v621827788/26cc5/6ZS4td55zyY.jpg<-- it looks strange, from one point I can see this line and from another I can not. Lokks like it goes thru wall parallel to its edge, 'inside' it. What's interesting, I didn't shift any of brushes from the last working save. I only created a new light source (it is marked by leaking red line, it's in the corner of the 'yard'), and then tried to create raining weather. It seems to me I tested the map after adding the light, but I'm not sure. I've tried to remove the light; it won't help, the red marking just pointed to the player spawn position instead of light in the corner. I've tried to remove rain patch, still no effect. Before adding light and weather all worked fine. Tried to resize the walls so they were a bit oversized and intersected in the void outside, to no purpose. Ah, also I've removed a fog from a working version. There was a fog source, it worked, I closed the game window and removed the fog source from the map. Maybe it affected? In what way? Strange. Btw, there was said that ambient 'world' light doesn't cast shadows and is flat map-wide. But if I position an ambient light inside one room, its wall outside is covered by black color as if there weren't any light. Exactly the wall behind that the ambient light is positioned. It may be not only one wall, but two nearest which are positioned in that way, opposite to light source.
  21. Ahh... I've also tried many times to climb to somewhat looking like a room above the barricaded beggar's hiding place. I could see there some pipes through the hole in ceiling, but could never get up there. Maybe it would be cool to make this possible? Just for fun, maybe. Also, it'd be better if there were less possibilities to climb onto the roofs for one time I occasionally fell into some building (right into it, where no rendered textures were shown, just the house skeleton) and had to load saved game... Another time I climbed onto one roof from that I could see buttafour houses standing out there right in the void. That was a bit scary. Running on just another roof I also saw void and roof edge and even tried to jump outside. I was happy it won't work. It's always a scary experience, falling of a textured game surfaces into void. So, I'd restrain this possibilities to get up there.
  22. I have raised him by one grid line -- he won't move otherwise because his feet were barely below the ground, so he starts walking normally, but he falls time to time when walking. Why could he put itself below the ground occasionally after he spawns and walks here and there I don't know. It looks like this: https://youtu.be/UZWiOFWF2ks
  23. Aye, I've already got it, but I started reading startmap tutorial and it wasn't working, then I started reading A-Z and all works fine now. By the way, isn't it possible to compile map right in DR? To get the dmap output not starting the game. Or maybe, hmmm... if it's not possible, it may be not hard to implement... A button that will mark all gaps in the current orthoplane with red color... Hmmm, no it doesn't make sense now, I'll think of what I would like to say later. I see no algorithm in that now. Btw, why the NPC I put into my test room does fall through the floor down to his belt for a part of second when walking or running in the corners if there is no gaps? After that he 's staying on the floor normally again and continues walking in the same direction. I've tried it myself but I'm not falling nowhere whatever I'm trying to do: run, walk, crouch, jump. Objects that I throw in these places aren't disappearing also.
  24. I don't think so, a key is lighter so it's easier to steal... its owner won't notice it's missing... just grab it and cut off the belt. A purse weights more, and it's harder to steal it unnoticed. So to steal a purse is harder than a key.
  25. Is it possible to make ingame interactive dialogues using only Dark Radiant scripting?
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