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NeonsStyle

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Everything posted by NeonsStyle

  1. Hey all, Wondering if you guys can fix that texture smudging crash problem? With no autosave, its really bugging me when it goes into that texture smear, and crashes. There's no way to predict when it does it. Its annoying when you spend time fixing up soemthing on the map, only to lose it. Everytime it smears, it crashes. [EDIT] Oh, I just found autosave does work. It just saves it in snapshot rather than as autosave.map... goodie, I got my work back Venus
  2. PoP is definitely worth playing. PoP Sands of time and the 2nd game were great. The final in the trilogy was very good, but incredibly hard. The bitch of all boss battles, 2 of them... personally, even as an avid game, it beat me... I've never been beating by a game, but that one, I just couldn't finish; got all the way to the final battle, and just couldn't win it. I've played games on puters since when computers were invented; way back when my first puter had 16k of memory and couldn't draw a diagonal line, loaded programs from a cassette. lol PoP 3 sucked!!! but the rest were brilliant. V
  3. Another revival lol I used to ride years ago... raced some too... man thats fun... as for bikes being dangerous... fooking oath they are. Back then, there was no armour or back support. I have broken my arm, my leg, my knee, my ankle. I've hit cars (heaps), hit brick walls, poles, gone over cliffs. Except for the cars, they were all my fault; and the ones with cars; were always the car driver not seeing me; even though I had my lights on; and those crashes with cars resulted in all my injuries. I'm actually amazed I came out of it all in one piece with no permanent injuries. Friends have lost legs, ended up with massive damage to their legs. Ejecting from a bike, is a smart move if you get the timing right. I only managed to the get the timing right once, mostly because they happen so fast (even tho it seems slower at the time). I broke my knee trying to eject from the bike. A car did a U turn in front of me; I set myself to jump over the bonnet (hood) of the car just before the bike hit, but my knee got caught on the bars on the way over and slammed me into his bonnet. Then; when I was on the ground, the fat bitch in the car sat on my chest cause I kept wanting to get up and check my bike; and she thought I was hurt. Of course I was fooking hurt, but my bike was more important. lol I've done some mind bogglingly stupid things on motorbikes on the road... my advice to anyone contemplating it? Learn defensive riding... learn defensive riding... learn defensive riding... oh, and make sure you're insured to the hilt for medical. Other than that, nothing beats a bike on a hot summer night. Would I do it again? Never... been there did that... stupid once is ok, stupid twice is just fooking stupid. lol Venus
  4. Sorry, I forgot to reply to this earlier. I assume you mean the mansion. My interest in mapping has always been about stealth, but most of the games I've been able to map for are in the quake engine, so until RTCW came along with the right textures and models and bots (sort of), I couldn't do it. When RTCW did come along, my first thought was a haunted mansion. That map of the mansion was to be a huge haunted mansion. I'd acquired heaps n heaps of sounds to use with it (wavs) that you guys might be able to use. I wanted to do it first as it would be in its hey day, just to see it (lol) then I was going to dirty it up and turn it into something dilapidated, but since it was my first map (that was the second attempt), I made alot of mistakes in efficient mapping, so I abandoned it. I'd like to get back to it eventually, but now with TDm, I'd prefer to do it more for that. But for now, I'm working on a map for TDm that is town based with a castle in the centre... well castle or mansion, havn't made up my mind yet... I'll decide that when I get there lol.. As for project, just something I was interested in. Ven
  5. May I suggest you point him to some tutes that will give him the knowledge necessary to do what he wants to do? Particularly in adding his anims into D3. V
  6. Sounds like programming speak lol... Are you saying the keys would be stored in a menu next to the entity name? ie right click, Entity, Func_Door, then list of keys; as a menu? If so, not sure I'd like that, as I want that key info open so I can see it when I'm creating an entity; I have a crappy short term memory (too many drugs when I was younger) lol.. Ven
  7. Yes I think it may be something added after. Its definitely in GTK, the J key I mean. Yes I can understand your thinking on the way you'd like to do it. I love the idea of having all the keys visible. What I ask you to keep in mind in all of your thinking, is to make it as effecient in terms of mouse clicks, keys hit for mappers to activate things. Given how often we repeat the same thing, being able to do it as efficiently as possible is a real time save (not to mention my poor wrist lol). I think so yes, however I also like the idea of being able to just click a key from a list and have it add it. The way I worked in GTK was simply scan the key list of the func etc then just type it in. But I'd much rather just click on the key, and have it entered for me, then I just have to give it a value (type it, hit enter and its done). I think it would be a big mistake not to have the available keys visible. For me when I was learning, that list was invaluable (and I'm learning all over again now, so I need it even more lol). I wouldn't mind a preferences way. I think really, the best thing, is to come up with something that is similar to GTK. There's a window to slide up that shows all the keys, but for those who know them all, it can remain hidden, and just quickly enter what you need and its done. Entities can then be knocked off really quickly. I'd be happy with something like GTK's way. Anything that is efficient and has information handy when needed. Venus
  8. This is a little old now, but might as well freshen it: Likes: Love the camera view, works the same as GTK Love the texture view system, except that caulk often disappears for some reason when I hit U to show only those on the existing map. This is annoying since I have to reload common, and once caulked, need to reload all the darkmod textures. There is a way around it, but it doesn't seem to always work (show all). Love the feel of it, its exactly like GTK. Absolutely love the texturing method, though there's a bug in there when textures go fuzzy and u undo, it crashes. I like the right click menu, no where near as crowded as gtk1.5 (I never used doomedit, I hated it). I love the model viewer. Absolutely love it. Dislikes: I miss J key to toggle the face and brush colouring. In GTK, J on (brush lines/texture faces selected, patches selected when they are red) toggles thru the red disappearing, or the red lines around brushes disappearing in cam view. It was useful for texturing brushes and patches by seeing it without the red) I miss the [ & ] keys to alter the grid size I've not done much with entities yet, still building. However I did have a look at one, func_door. I gave it some of the standard keys I used to use for doors such as lip, wait and speed. These were not recognised. Lip I can understand with rotating doors. I absolutely hate the entity editor. Can you do it like GTK did? With a dialog, that allowed you to enter all the keys one after the other just with the enter key. In the current one, I have to click (all properties), then click add, then type in my key name, then the value, then I have to click on the white somewhere before I can add another one, then I have to repeat all that again. Much better to just be able to select the typing part, type in the key, then the value, then hit enter to enter a new key. Not sure if your going to add the angle buttons GTK had, but I miss them too. I miss autosave - I've mentioned before it doesn't work. Other than that; I am totally in love with this editor. Venus
  9. Yes, the day I was made beta lol... and loving it, and working on a map. Ven
  10. No, I meant u could texture multiple faces. Found it now V
  11. Ahh there it is thanks... no, there's only one button there (vers 0.6.0), but that would be a good add. Thanks... awesome editor, I'm in love with it lol Venus
  12. Yes I was referring to that but misread his message (ignore it) lol Ahh good... what triggers it, is when the texture warps out, ie it just smears all over the place and is just a mess of lines. Try to undo from there, and it crashes nearly every time. Well, I was working on my map (called mansion-venus). It created an autosave mansion-venus.autosave.map. It did this once, and once only. After that, I changed the name of the map file to Rivertown, and since then, it has not created an autosave, and the above autosave hasn't changed since. There is no autosave.map file in the map folder. I have autosave selected in preferences to autosave every 5 minutes, but its just not doing it. I cant seem to find that in preferences. I tried the different quality settings (I assumed they related to quality not size) but they make no difference in size. Texture scale is set to 0.5, but that doesn't seem to do anything to textures. Venus
  13. Here's some interesting stuff: Mostly black and white (pictorial lectures of 16th-17th architecture - not quite medieval, but some of it would be perfect). Interesting stuff - click the links each leads to pics
  14. Old but.... I'm new lol I also want to say how much I am loving this editor. When gtk 1.5 came out, I thought they made a huge mistake, making it a pain to use... but this, this is awesome... very intuitive, makes mapping a pleasure I can't wait for it to be fully developed. Especially looking at the quality of textures and models some of you are doing. WOW... I am truly inspired Especially since I've still not been able to see the mod run cause of that friggin bug. But I've gained a better insight of it from the editor, the textures and models. Go you good thing lol.. Venus
  15. WOW, I love this model viewer... as mentioned, lil bigger would be cool, and ability to render skins would also be cool (I can see myself easily forgetting if I've got the right skin on or not lol)... Other than that, I love it... thanks heaps While we're on DR, I've noticed a bug. When you apply a texture to a surface and are trying to get it to look right, if after doing an axial a couple of times (ie axial, then fit, then axial etc a few times) then try to undo, sometimes it locks up, and crashes out (losing what I've done). Also, the autosave doesn't work - I assume your going to get to that eventually. One other thing I'd like to see is the ability to choose a different texture size in the texture viewer ala gtk ie a % would be cool. Thanks... awesome job. BTW: Those models are fooking awesome, I was always disappointed with the thief models (and maps) but looking at these, its going to be amazing :D:D:D:D:D Venus
  16. No, that just selects one face for texturing. In DR, you hold down ctrl-alt Actually, I just found out you can do it. Its actually Hold down Shift-Ctrl, and you can multiple texture. Cool I was just using Shift-Ctrl-Alt for texturing. Excellent, that'll speed things up Ven
  17. After using it for awhile, there is one thing I think needs doing fairly soon. Thats multiple face texturing. Its a pain when having to put the same texture with axis on multiple faces and have to do it one by one. I'm sure you know this, but just wanted to mention it. Other than that, I'm very impressed with the editor so far. Except, the autosave doesn't work (found out the hard way ) Venus
  18. Here's some really good pics... Assorted Medieval Pics And some more Cool Medival pics
  19. One thing about using primitives (ie brush cone, hollow, subtract etc), they tend to often get mucked up in game during compilation, or create sparklies, twists etc. Its best to stay clear of using them, and build it manually with clip tool. You can do most things you need with a brush with clip. As mentioned, vertice editing of brushes is dangerous ground. Don't do it lol... Though, sometimes, on some brushes, you can get away with moving one slightly, if I absolutely have to, I save first to a new map name, then test it in game once I've done it. Venus
  20. Awesome stuff... really inspiring. I'm very smitten by the building with the arch. Looks awesome and is very doable even without many textures. Tough part is what's inside lol... Venus
  21. I first did it without using the bounding box (didn't know of it lol) and allthough I could make it, I couldn't get rid of the sparklies. The bounding box allowed it to be made again from scratch in an hour without sparklies. Thats what I meant by impossible (in terms of time efficiency). Ven
  22. Hey All, This is all so cool ok Wishlist: Another question. What is the height of the mantle limit, and will he be able to jump mantle? If so, whats that height? Also, whats his jump height? Secondly, for Dark Radiant. Could you add the ability to use a bounding box to select verts in patches? That entry above would not be possible without that feature (it was done in GTK 1.4). I'm sure you can see the advantages. In the same vien, a wish would be, that I could toggle off the verts on the far side (half) in cam view so it makes it easier to manipulate without accidently altering those on the other side. Also, could you please give it the ability to select faces akin to GTK 1.4. In 1.5, it takes twice as many clicks to texture multiple faces as it did in 1.4. More clicks=more time. Be cool if the first n last of those suggestions were aadded. I think this was added before, but colour the patch verts, as in radiant, so the key verts are different to the minor ones. Another of my wishlists for DR is: A good entity viewer, that gives a discription on the use of an entity. There are so many, and so many ways to use them, its impossible to keep it all in memory. Love the idea of a model viewer, and alternate skin viewer. How about a shader viewer? (ie so you can quickly see the effect of a shader change on a texture) a Q3 tool had this. Also a map packer. (prob too much to ask with those two extra add-ons. I think thats all for now... Venus
  23. Thanks Dram. YES!!! lol.. Another question. What is the height of the mantle limit, and will he be able to jump mantle? If so, whats that height? Also, whats his jump height? A suggestion also. Firstly for TDM. Is the rope arrow been coded yet? Would it be possible to allow the player to swing on a rope arrow? Or, jump out, grab it and swing to ledge etc. Secondly, for Dark Radiant. Could you add the ability to use a bounding box to select verts in patches? That entry above would not be possible without that feature (it was done in GTK 1.4). I'm sure you can see the advantages. In the same vien, a wish would be, that I could toggle off the verts on the far side (half) in cam view so it makes it easier to manipulate without accidently altering those on the other side. Also, could you please give it the ability to select faces akin to GTK 1.4. In 1.5, it takes twice as many clicks to texture multiple faces as it did in 1.4. More clicks=more time. Be cool if the first n last of those suggestions were added. Thanks Venus
  24. This is true, however, red is very useful at night, as it doesn't not change your night vision (which is why all aircraft cockpits use red lights behind the instruments etc). I always play in the dark, and so I'm hoping (praying) the hud on the game will take advantage of that fact and give us a reddish hud. Cool looking map, was surprised at the size. Just how big is it? grid coords. Venus
  25. I apologise... I thought you were just doing a vid style of doom... I just searched google and found your mod, and I can see what your doing now. Sounds interesting, scary (cool - love fear element in games, very hard to pull off). Still, I'd like to see that banding go, but your the designer lol.. Venus
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