Jump to content
The Dark Mod Forums

OGDA

Member
  • Posts

    81
  • Joined

  • Last visited

  • Days Won

    5

OGDA last won the day on March 27

OGDA had the most liked content!

Reputation

74 Excellent

Profile Information

  • Gender
    Male
  • Location
    Germany/Bavaria

Recent Profile Visitors

1297 profile views
  1. That's good to hear. After reading the thread I had the impression the highlighting method was going to be removed completely because of the needed material stages.
  2. I'm sorry I have to say that I don't find the outline method appealing at all and would stick to the highlighting method, if given the option. An artificial outline is far more immersion breaking and visually irritating in a dark environment for me instead of an evenly distributed highlight.
  3. Absolutely fantastic! Especially: Fixed: Ambients don't light sides facing away! This unfortunately still crashes (btw, does this only crash on my computer?): https://forums.thedarkmod.com/index.php?/topic/20815-dark-radiant-crash-on-update-entities-on-every-change/ Thank you for your hard work!
  4. What exactly is Patch > Matrix > Redisperse > Rows/Columns for? My guess was that it should distribute vertices evenly if you add additional rows in the patch, but I made several patches, moved vertices, added rows and columns in between/at the end but the Redisperse never seems to change anything on the patch/vertices. ---- Edit: Ok, now I found that it somehow seems to remove the additional bezier curves, if some vertices are on different Z-levels, so the patch goes from round edges to hard edges.
  5. Often, you have to aim more at the AI's back instead of the head in a weird downwards angle, especially when guards are wearing helmets. On one side I can understand this little extra difficulty, but it's frustrating when you think about it beforehand, aim at the back and nevertheless hit the helmet. Like, duh, why would I want to hit his iron helmet. ^^ On some guards, especially when it's not all flat ground, it can take 6 reloads until the exact pixel spot to hit is found and that is indeed annoying.
  6. When I use several emitters for the particle tdm_ceiling_dust.prt, they all start with a big dust cloud in the first stage, then few particles in the second stage and then it repeats. As they all start at the same time, it looks very unnatural. Is there a way to do a time offset or a length variation for func_smoke and func_emitter over the entity spawnarg, without defining a prt-entry for every entity? I only found shaderparm5, time and speed in the wiki and forum, but none of those seem to have any effect. If there is a spawnarg, would it affect both parts of the definition (see below: dust2 and dust2bits) or do I somehow have to specify it in an array style way? particle tdm_ceiling_dust { { count 63 material textures/particles/dust2 time 3.200 cycles 2.000 timeOffset 0.000 bunching 1.000 distribution sphere 32.000 32.000 32.000 0.000 direction outward 15.000 orientation view speed "0.000" size "8.000" to "16.000" aspect "1.000" rotation "0.000" randomDistribution 1 boundsExpansion 0.000 fadeIn 0.750 fadeOut 0.600 fadeIndex 0.000 color 1.000 1.000 1.000 1.000 fadeColor 0.000 0.000 0.000 0.000 offset 0.000 0.000 0.000 gravity world 6.000 } { count 8 material textures/particles/dust2bits time 6.000 cycles 0.500 timeOffset 0.000 bunching 0.950 distribution sphere 32.000 32.000 0.000 0.000 direction outward 0.000 orientation view speed "0.000" size "8.000" to "10.000" aspect "1.000" rotation "0.000" randomDistribution 1 boundsExpansion 0.000 fadeIn 0.000 fadeOut 0.150 fadeIndex 0.000 color 0.690 0.690 0.690 1.000 fadeColor 0.000 0.000 0.000 0.000 offset 0.000 0.000 0.000 gravity world 6.000 } }
  7. I'm looking forward to it.
  8. The amount of features TDM 2.10 will provide for mappers is insane. I'm constantly finding things I need for mapping in the bug tracker and forum with target version 2.10. Is there an estimated release date? I'm asking for a friend (the .script-file). Neeeed: https://bugs.thedarkmod.com/view.php?id=5543
  9. You maybe changed some brushes, so pathfinding is out of date. You need to rerun dmap yourmapname in the TDM console to recompile the map. Here is a wiki page with a few hints, see the point "Q. I'm getting an error message "warning: aas is out of date" once my map has loaded. What does it mean and what do I do?": https://wiki.thedarkmod.com/index.php?title=Editing_FAQ_-_Troubleshooting_%26_How-To
  10. I found another thread with some statements regarding the topic:
  11. Thanks for the posts! But I hoped to get an actual overview of the real districts of and locations in Bridgeport as in the lore of TDM and maybe created by FMs. Otherwise I then guess these are the only officially "released" or documented districts? https://wiki.thedarkmod.com/index.php?title=The_City (bottom of the page)
  12. ACTIVATE LEVEL 100 THREAD NECROMANCER POWER! Soooo Does anyone know if there's a more detailed list about the city districts and locations than on this page anywhere: https://wiki.thedarkmod.com/index.php?title=The_City ?
  13. Hello, the "Render in lighting preview mode" in Dark Radiant doesn't seem to take the ambient light into account correctly. But maybe I've set up something wrong as I don't think this wouldn't have been noticed. Ingame everything is correct, the problem only occurs in DR render preview mode. Let's say I set the _color value of the ambient_world light really high to make the ambient_world light definitely visible: classname: light name: ambient_world _color: 0.07 0.07 0.07 (which equates to a brightness level of about 18) light_center: 0 0 0 light_radius: 13115 13367 13570 nodiffuse: 0 noshadows: 0 nospecular: 0 origin: -8160 5872 56 (the actual map is far from the ambient_light but within the ambient light range) parallel: 0 texture: lights/ambientlightnfo When I now activate the "Render in lighting preview mode" in DR, only the brush faces pointing towards the ambient_world light are getting brighter, brush faces not pointing to ambient_world remain (incorrectly) dark, as if ambient_world was a regular light. The house front you see in the background also points towards ambient_world and is lit. House fronts "behind the camera" as well as the floor are dark. Can I do something to make ambient_world work correctly in render preview mode? Additionally: Is it possible to setup lights, so that they only render in the editor, not ingame? That way I could make two fake ambient_lights, one at 15000 15000 15000 and one at -15000 -15000 -15000 to light all surfaces in the editor and light them a little bit brighter than ingame for better visibility in render preview mode.
×
×
  • Create New...