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NeonsStyle

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Everything posted by NeonsStyle

  1. Wow that looks great. Blue is ok. However how do I use those files. If I try to unzip them notepad opens full of gunk. lol I'm obviously missing something. Thanks heaps Bikedude. We really should have a coal door texture and chute as core TDM resources. I made my chute out of patches, and was pretty easy, so guess we don't need a chute. Thanks heaps Bd, really appreciate it m8.
  2. Bikerdude, I was going by the minimum gap a player can squeeze through. 75 x 33 but I didn't like it being rectangular, so decided to make it square. STIFU. Yes I know there's other textures we have, but I specifically wanted a red door. I've already done the whole door using a basic wood door, but it looks shit. Obsttorte, didn't know that, I'll check it out. Here's how it looks so far using a basic door. The first looks better. You can see why I think it would sing with that door texture above. and with the Red Shutter door (think it looks crap)
  3. Hey, I need a nice coal door and was wondering if someone would like to make me this texture. It's a small coal door (player gap of 80 x 80). The stonework I can do with stocks, well can get it close) however I really would love to have this door in the level as beat up as it is. I guess it'd prob need the material/bump map stuff for it as well. Have no idea how to do that. In my map, this is one of the ways the player enters the house, through a coal door and slide down a coal chute. I looked at the models for hinges but they all seem attatched to doors. So not sure how to do the hinges other than texture based and bump mapped. Would really appreciate it Thx Ven
  4. Just played this, very late but it's never too late. Really enjoyed it, frustrating in places. I got stuck in the pit (where the collapsed floor fell in - found no way out and had to reload). I went in their thinking their must be a rope arrow down there as I couldn't see any way to get out from above, so since there was an easy way in, it made sense to drop down. Big mistake. lol I also found the drainpipe (not invisible) but clipped through the wall and managed to jump back out again. So I jumped in again, and fell into the void. Reload again. Never saw anything referring to an exit other than the objectives. It didn't make any sense for that door to be the exit since it was just a texture. It would've been better if it had opened to a small room and you exited there. Only misaligned texture I found was ceiling of stairs going down to crypt. However, that said, the positives of this was an excellent mission. Loved the story, and the whole layout of it. I even liked the platform jumping. A lot of difficult jumps, had me often thinking "can I make that?". I too thought the readable in the footlocker was a bit too long, however I read it all. Actually I liked it and agree with it lol. Seems more like your treatise on why religion sux and science is the only truth. lol +1 there. lol I jumped like hell in the crypt, even made my hair stand on end at first when the screams started. I'm thinking "ok is this just a voice over or is something other than a zombie coming out? lol Sword fixed the zombie. Loved the mission, really well designed. I hope my first comes close to it's level of design. Prob not. We'll see I guess.
  5. Are those bookshelves models? I've been searching for days trying to find the bookshelves in the model lists but they don't seem to be there. Where do you find them?
  6. The toilet lid in that shot, is that a patch? I tried doing it in brushes but it looks ugly, so decided to use patches to make it since I can't find a model for it. Gorgeous bathroom, must've been a pain getting everything aligned.
  7. Well, that solves that problem. Thanks guys Ven
  8. Thanks Tels, now if someone can tell me why the lockbox lid brush can't be defined as an atmd:mover_door it'd be great. The lid is just a brush placed over the top of the lockbox model. If you aren't sure what I mean, take a look at the map above, it's the lockbox in the guards quarters (6 beds in there).
  9. Ahh that explains more of it of why it's not visible in editor (flame). Ok next question re the flame, are the spawnargs entered just in the entity editor, or do they need to be done in a script? Ahh good, was wondering about chains and alpha channel objects. It looks good in game from all angles so I guess it's ok.
  10. Thanks for first part. Take a look at the hanging light in the Barracks, I don't see a flame entity. Also is the chain ok? I needed the lamp to hang lower, so only thing that made sense was a chain. Just not sure if there's a simpler way to do it, it's 2 x 4 patches in X arrangement. all textured with chain texture. Was the only way I could get it visible from all sides. Thx Ven
  11. Heyo, I'm making a lockbox (first one) and found the model, and defined the handle as atdm:lockbox_lever_01, and then made a top for it out of a brush and tried to define it as atdm:mover_door but it won't do it. It just remains worldspawn. Is there something I'm missing? Also, I selected a hanging oil lamp from Entity lights and there doesn't seem to be a spawnarg to adjust it's light radius. How is this done? Thx Ven
  12. Yeh they looked too modern. The first model test ideas.
  13. Ok thanks... I've always mitred corners, when there was going to be one walls side face showing and needed to be textured, but it's not really an issue anymore since there's Copy Shader option. Thanks for reinforcing that.
  14. Here's an excellent Documentary playlist on Medieval Towns, and life therein. Video quality isn't the best, but as long as it's not fullscreen it's fine. Gives an interesting insight into life in those times, and at the same time some interesting architecture. Enjoy Ven
  15. What is an SVN and when would you want NoShadow applied to something? Ven
  16. Ahh excellent Bikerdude, much appreciated. That got rid of the first one, and I found the 2nd one in the mess door after some digging now I know what was causing it. Really appreciate it it Biker, thanks m8. Ven Solved!
  17. I'm really surprised not to see the William Steele series in these lists. I thought by far it was one of the best missions I'd played. The story was excellent, and is the only one that really engaged me.
  18. Ahhh I see.. ok much appreciated, so things like a rooms detail brushwork should remain brushwork if an AI could possible interact with it. However things like ceiling beams and things the AI will never see should be made func_static. For all else monster clip. Ok got it. Thanks Ven.
  19. Thanks Bikerdude, I'll do that as it seems no one knows what's causing it. Ven
  20. This is a really interesting documentary, mostly focusing on the Edwardian period, however the structure of the house servants, and the houses themselves, is quite relevant to TDM FM makers. Really interesting show. Watch it here. This from the Greater History Channel: 54 mins. https://www.youtube.com/watch?v=3_SeGlc39Mg&list=UUrPyMDvVQOF5QaX3fHiLOqA Venus
  21. Ok spoiler done... that dump is from after map dmapped, then loaded. So I was in game when I dumped this.
  22. I really don't think the pic of the group of sleeping Ai is at all natural. When you sleep on a chair like that, your head will fall to the front, with a higher back, you'll slouch and head will roll to rest on shoulder and chair back. It's always good to think in terms of how gravity effects things. I think if you use the head in first generation of that group, and hands of the 2nd, you will nail it. The slouching down and back up is perfect though. I'm an artist so I'm always looking at details of what is natural or not for a human structure when posing. Ven
  23. As I read it, if you made say Door frames brushwork, AI might get stuck on them, however if you make them func_static, then AI can't get stuck because as you said they ignore them. Am I not correct in this?
  24. I think it the 2nd pic is the doorframes which were brushwork, and made into func_statics. The 2nd pic doorframe is named func_static_22 and has func_static_22 as it's modell. The first pic of the door, the frame is brushwork, and the door has the model models/darkmod/architecture/doors/oversized/mansion_door_02.iwo The way the door was added, was the same as Fidcal uses in his Tutorial. Place Model, select classname, press entity panel button and choose atm:mover_door then the door will open. Then I made it locked, and defined it's picking spawnargs. The door works beautifully. I remember reading that detail brushwork such as skirting boards, cornices etc should be set to func_static to prevent AI having issues with detail brushwork, is this so? Here's the dump from dmap: family_door1 is the first pic/door]/b] and func_static_22 is the door frame in 2nd pic. These skin warnings I don't get since I am not using any of those.
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