Jump to content
The Dark Mod Forums

NeonsStyle

Member
  • Posts

    1784
  • Joined

  • Last visited

  • Days Won

    29

Everything posted by NeonsStyle

  1. Mostly I think it would be lore stuff. Books that are in game which either talk about history (such as the history of horses), or builder lore. ie works of different builders of the past. The sort of stuff that would be sold within the game universe. There are some amazing pieces, that go on for 10 pages or more. Those sort of works would be awesome to be able to referrence, or quote, or even use in it's entirety with permisson from the author. I think the best way is a thread, but to do it, it needs pretty much all the editors to give their permission. Then it's just down to ppl posting what they think would be a worthy tome.
  2. So Mod_base is the folder you use to put all your fm stuff in? I never knew that. I thought it was game related. DOH!
  3. Sting sings John Dowland (medieval songwriter) This i beautiful for those who appreciate medieval music. If this is too long for you, there's a taster underneath. https://www.youtube.com/watch?v=Dl1FnmSGj1Q https://www.youtube.com/watch?v=bcvF6SI0A8s
  4. Thanks that's great. Now I know how to add sounds. Except I can't seem to find a sobbing sound. Is there one?
  5. Question: I want to place a sound to play when the player enters a room. It's sobbing, and the voice the new female says when she is fleeing. How do I do that? I thought a speaker entity, then I thought hang on, it must be in conversation, but it's a sound... and there I gave up guessing lol. Neon
  6. Ahhhh I see. Thanks grayman, that explains things. Demogogue. Back when I was mapping in Q3, internal and decorative stuff, was always made detail, is that not the case now? However if I make a door entity, then change it to a func_stats woudln't that stop it being a door? Maybe I'm confusing func_stats with func_statics. What exactly does func_stats do? I also have one issue with a coal door (bikerdude made it for me long time ago). It's only about 2 thick, and when I visportal it inside the door, the entire door, and surrounds disappear when the door is closed. If I put the visportal outside the door but touching worldspawn, then the door and surrounds remain visible, but I'm guessing that makes the visportal open. Yes? I made the visportal 1 wide to fit in the door.
  7. TDM really needs a set of painted wall textures. A red plain carpet would be nice too. I'd do it but I have no idea on textures. Silly really, since I'm an artist, you'd think I could do them. lol
  8. Thanks to grayman, it's all fixed. Just deleted the spawargs for the name n origin. Thanks heaps grayman, ur a legend. However that doesn't explain why this happens? How does a brush get added spawnargs, and how does it effect every other brush?
  9. Such a shame we can't people streets like this.
  10. I already have the map for this, the City Council. 4 floors, dungeons, steep roofed. My main foyer looks a lot like this though my stairway is different. Thanks, I've been looking for a detail of a foyer like that.
  11. So grayman said my about my AI issues "Since you have no entity in your map named "world", dmap thinks everything's outside. Your AI are outside, so no AAS is generated, so nobody moves." So how do I add an entity named "world"? I tried adding one, but I'm guessing he's talking about a specific one. Doesn't really make sense to me. He also said to delete one thing named somethin, and it turns out every single brush/model everyhing is named that thing (waterstable2) and all have the same origin. This makes no sense. I said this to him, but I guess he's busy, or out or something, and I'd really like to sort it so I can get back to mapping. Anyone have a clue what he means, and why all brushes etc on my map have the same name and origin, and if I add a new brush with a new name, all brushes take on that name. Even if I deleted the original brush named waterstable2, it doesn't fix it. Help! Neon
  12. Tune the guitar then record. Otherwise nice.
  13. Why not just write your own? It's not that hard.
  14. With Windows it all comes down to the old adage. Never upgrade to an even number version of Windows
  15. Can't beat the master. https://www.youtube.com/watch?v=UWEjxkkB8Xs
  16. Yeh I did delete all the files from my map folder except for the map and .darkradiant. Dmapped it again and still have the issue. Very strange.
  17. I'll send you a link grayman. Thanks. Could do with some experienced eyes. Neon
  18. Thx, I tried it, but it didn't work. They still just throw rocks and don't move.
  19. I have an issue that befuddles me. I pathed one AI a long time ago and all this time, he's been doing what he should do, until yesterday, when he can't move anymore. I havn't touched him since I made him. He isn't stuck in the floor, or any item. On top of that, there are two other AI on the map (unpathed) one of which also used to move, but is now stuck where he spawns. Even if the player is in front of him, he draws his sword, puts it away and throws a rock (both bugged Ai do this). So for the pathed AI, I deleted him and added a new one with all the same path_corners and waits and even though he's brand new, he also can't move. I was sure this would fix it. He also is not stuck in anything. He's grid 1 above the floor. I also added a new elite guard (unpathed) again 1 grid point above floor, and he also could not move. Anyone have any ideas how to fix this?
  20. I must be blind or something, I don't see guis in Darkmod, or anywhere else in the media list.
  21. My mistake, I should've been more specific. I meant the inventory skin. They are skinned, but in inventory they just show up as a white/black square with the name of the item on it.
  22. Bit of a sneak peek since it's getting close to done.
×
×
  • Create New...