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NeonsStyle

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Everything posted by NeonsStyle

  1. Just noticed I have a "Warn Status" which confuses me since I've only been back here for 3 days and have asked 2 normal questions lol Originally I was a betatester and wanted to do levels, but never had time to do anything, so I withdrew from it. Don't understand the warn status lol.
  2. Hey All, I'm trying to load a prefab for a skybox (tdm_sky_starry1) from tdm_prefabs01.pk4 but I get an error in DR, which says: Could not determine map format of file G:\Downloads\Games\The Dark Mod\tdm_prefabs01.pk4. After the error a tool tip pops up in the prefab load menu showing the filename and path with Unknown at far right of tool tip. It seems like DR doesn't know what the file format is, but that's absurd since it loads all the resources from them, and I know it's a winrar style format. Would love some help to learn how to fix this. Thanks Ven
  3. Doesn't the gold frames do this? I don't know, as I'm learning TDM atm and havn't added and paintings yet, but I always thought playing TDM any lootable painting had a gold frame.
  4. I've had an idea in mind for a long time, and that mansion style fits it beautifully. Thanks for the inspiration.
  5. Ahh thanks heaps guys... really appreciate the help. That solves it
  6. Hey, No, no scripts. I'm just adding one of the TDM stock models and candles and lit light source. I don't know enough about TDM or DR yet to create my own stuff. I used to though in Quake 3 a long long time ago. Thx for replies Ven
  7. Hey All, I've got an issue with the small stub candle light. It's all working fine except when I extuinguish the light, it puts the candle out, but the light still remains as a burning light, even if the candlestick is thrown onto other side of room. How do I fix this? I did it by choosing movable/candleholder and the small stubby candle, then selecting the actual candle in models/lights/extinguishable/candle_default.iwo. I chose the light in entities/lights/lightsources/candleflames/light_candleflame. It has me a bit stumped. lol Thanks Ven
  8. Ahh great thanks for the info, that's exactly what I was seeing, but wasn't sure if it was correct. Much Appreciated Ven
  9. Hey All, Each time I try to change the inherited properties of an entity (say rotation of a door) it doesn't change the values, why is this and how can I get around it please? Oh, also brush intersections. If I remember rightly (I might be wrong as it was a long time ago), in quake 3 mapping, you had to be careful with T intersections of brushes cause they could cause sparklies on the textures, so you would meet intersections by cutting the cross bar of the T either side of the new brush (the vertical of T) so all verts were meeting. Is this also true in TDM? Or a butt joints allowable now? Thanks Ven
  10. Ahhh yes.... I do have FM's installed... that's the problem. Thanks guys, that works now. Ven
  11. Hey, Do you mean within DOOM 3 or withing the stand alone The Dark Mod folder? I tried it in DOOM 3/darkmod/maps/tute01.map and also in The Dark Mod/maps/tute01.map but both failed to load. I have read that caps can cause problems, and as you can see, both doom 3 and TDM both have caps in them. So could this be causing the problem?
  12. Hey All, I decided to get back into mapping, and am trying to learn to map for TDM. So I am following through Fidcals A-Z mapping to learn all the essentials. Now I've run into a problem. Dmap keeps failing to find the map. So since TDM is now stand alone, and at vers 2.02 I figure it doesn't need doom much anymore, so I saved the map to the following folder: C:\Games\The Dark Mod\maps\mymaps\tute01.map and no matter what I try, dmap fails to load it, by stating ''couldn't load file" without giving any reason. So I go exploring where DR has been storing previous tests I did, and noticed it had created two in the DOOM 3/darkmod/maps folder. So I saved my map there, and again tried to load it with dmap but again it failed. I've been searching for an answer now, but most answers seem very dated and don't seem to work. So I'm hoping someone can enlighten me on how to get it compiled. Thanks heaps. Ven
  13. Ahh thanks heaps... I had it as G:\Games\The Dark Mod and then mod fs as The Dark Mod. I see my mistake now... it works now Thanks heaps guys, been a long while since I messed with DR.
  14. Hey, I've got Dark Mod and Dark Radiant installed, but in the texture window, there are no textures showing. I pointed it to the Doom3 engine (which I thought odd since it's now stand alone), and also to The Dark Mod ( on a different drive). How do I get the mods textures into DR? I really want to build a map for this. Hope someone can help. This is the install folders: C:\Games\DOOM 3 G:\Downloads\Games\The Dark Mod (installed and running) Hope someone can help. Thx Ven
  15. Hey Guys, remember me, had alot of motivation n very lil time lol... Anyway, just wanted to say thanks... you guys did a kick arse job on this. It's thief the way it was meant to be. I love every part of what I've seen so far, though I do have a few gripes... the run speed is waay too slow, but I spose it's that way to make maps feel larger... n the creep speed is a pain. I said at the time in the dev forum, u should just make it similar to crouch speed but slower... after all humans can creep quite fast n still be silent lol... anyway small gripe... I love the weapon system.. wow going to take some getting used to, n rightly so he's can't take much damage, good reason not to be seen lol, feel is perfect. There was heaps of arguments about lockpicking, n I was pretty much against this system at the time, but after trying it, after you've got it all sorted out I think it's the best system you could've come up with. It works, and isn't hard. Though opening the cage door to the machine room put up a bit of a challenge with all the noise lol... nice idea lol Now I'm just hanging out for some more FM's... I downloaded some from sight, but only 2 downloaded, for some reason. I'll try again. Great job, first class, n well worth the wait Venus
  16. Thanks Guys... yeh nice tip Komag.... As for what's silly.... You should have the media browser as its own entry in View. I went for a year without knowing it was there. I've gone through view heaps of times, saw the Entity Inspector, but since I wasn't working with any entities I had no need to look there. If I'd seen Media Browser, I'd have found it ages ago. Now I've got to go back n go over what I've done n see if anything needs retexturing... I'm sure it does. BTW: side issue... I asked this once before but I've forgotten... TDM won't be multiplayer will it? I had a feeling it was, but have this niggling feeling it isnt'. I thought you were going to focus on SP, n let beta mappers make mulitplayer maps.. that's why I've always thought it would be multiplayer.
  17. Well I"m damned if I know. I uninstalled DR. Reinstalled it and still see no media browser & no reference to it anywhere in any of the menu's, or preferences. Looks like something might be wrong in DR somewhere n I might've stumbled upon a bug that doesn't display it. On the texture view, I have only the above 4 icons, and no tabs. Ok I found it... its in View/Entity Inspector. Seems silly way to view them. Be better the old way in GTK just have texture menu, n pick what you want n it loads them all into viewer, u just scroll down the pics n pick the one u like. Nm I'll get used to it I guess. Thanks for help
  18. Hey, I've brought this up before... Can we have a ghost please... preferably female... flowing... transparent (much more so than the Thievery Korman Ghosts) more wispy. It would add so much... I know the problem last time we talked about it, was working out if it should go through walls etc n although it would be nice, there are higher priorities I know... so have him/her just open doors... nudge moveables etc... I really don't think it needs to go through walls. One or two ghosts would add alot. V
  19. Well that's nice... but still doesn't solve my problem... I can't find the media browser lol.. didn't even know there was one.
  20. Hmmm I can't find any media tab. On my texture view, there's Clamp, flush, hide and find buttons. No media tab, and I can't find it in the menu system. Wouldn't a better way to just have a drop down menu, that just allowed you to pick the texture type u wanted. ie skies, liquids, walls, floors, common, then u can just easily n quickly load the entire type you want. Would save alot of time n clicks. Ven PS Sry i've not been active on forum lately... just havn't had the time... but still manage to find some time to work on my map.
  21. Hey, Is there a new version of DR? My current version is 0.91 I'm beginning to think this version has limited textures. If there is, where is it? I've been looking round forum for it, since I've not updated DR for bout a year. I'm wondering because when DR loads I only see 12 textures, and can find no way to load all relevant textures. In fact I can't find anyway to load any more textures. Bit of a bummer as so far I'm limited to just these 12. I know there's alot more, as I see them in the textures folder, but there's got to be a way to load them into DR. I liked the way GTK did it, with a drop down texture menu that allowed you to chose to load the type you wanted, ie brick, stone, windows etc. Ven
  22. Hey All, Not been on forum much but stilll working on my map for DM. I was wondering if its possible, or if there is, a water texture/shader for a rough sea with hopefully crashing waves on the coast. I'm not sure if this is possible, but it would add so much to my map n its exactly how I imagine it to be. Would give it alot more drama. If you know of one, can you point me to it, or if someone is willing to make one, I'd be so grateful. Would look awesome on Drams big map too. Thanks Ven
  23. Anyone done any textures like the walls for Shalebridge Cradle (t3) for DM? Be awesome to have some really delapidated textures for a map like that, or haunted mansion sort of thing. Always wanted to build a really delapidated/run down mansion for teef. By the look of shalebridge, seems mostly to be 2 main textures for walls... rest could be made up from other existing textures. Ven
  24. Damn nice arrow Dram... Nicest I've seen in any teef version/mod
  25. Yeh I didn't mean to show the whole machine. I meant to see how two parts of it interacted. For instance, if you were doing a piston/crankshaft of an engine. It would mean u could quickly make the two parts sync together. An animation would be fine... even if it was stick figures, just so u see they are correctly syncing. If I could have another wish... then on patch verts, I'd like to be able to hit shift vert, and select all verts in that row or column. At the moment, I have to hold shift in cam and select each one individually. Not a problem for simple ones, but tedious on complex ones.
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