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Everything posted by OGDA

  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. 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
  8. 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
  9. I found another thread with some statements regarding the topic:
  10. 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)
  11. 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 ?
  12. 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.
  13. @Frost_Salamander I had a problem like that in "A Night Of Loot" where the candles at the stairs to the second floor where shining up into the attic, despite several brushes and visportals being in the way. In that case it turned out, that a specific default candle holder with lit candles seemed to cause the problem. When I switched it with other light sources at the same position, the light bleeding went away (at least a big portion of it iirc). Try switching that candle holder, I think it might have strange properties. Out of curiosity: can you please post the entity class of the candle/candle holder which causes your problem? I just checked an old map version before switching it, I think the entity causing my problem was: atdm:sconce_2candles_rigid
  14. I've only started getting into TDM scripting, so I'm not completely sure where to find that. Wouldn't that mean I would have to ship a script that overrides a default TDM function with the map? If that's the case, I would prefer the current way with a custom script and only one additional call (for future update security). If you mean something different, do you perhaps have an example in one of your maps where you've done something like that, I can look at?
  15. Ambient light setup updated, it's now much simpler thanks to Obsttorte's hint. @Obsttorte Thank you very much! Updated to ogda_demomap v3.
  16. Ok, I think I have something, I'll try it out and then post it here.
  17. Ambient light setup It took me a while to figure this out, so I'm documenting it here. If there is a faster way to set the worldspawn lightgem_adjust arg per location than this or a technical mistake, please let me know. What this does: The location system allows to setup locations (areas), which enables each location to have unique settings like ambient sound, ambient light, etc. This setup here ensures that the ambient light for each location is adjustable and that the lightgem_adjust modifier of the global worldspawn gets adjusted for each area, instead of only setting this just once on map load. This solves a problem where guards in dark indoor areas don't recognize the player at normal distance and recognize the player far too soon when stepping outside in a moonlit street while the player is still in a "not active lit" place. It looks like a long act, but it doesn't take long and as soon as it is set up, the mapping for a new location is fast, as it is only setting up a few new entities and spawnargs/targets. ######## Definitions/needed objects, location system of TDM, this consists of: one atdm:location_settings entity (containing some definitions) several info_location entites (one in each location) several info_locationseparator entities (each sitting in the middle of a Visportal, so that all visportals which split off a location from another have one. Visportals within a location not leading to another location don't need this entity.) ######## I'm listing every property here, so some have just descriptive values. Worldspawn: Add the spawnarg lightgem_adjust: 0 to one brush (as usual, any worldbrush will then have it). ---- Create the ambient light by making a light entity (one per map). The _color (=intensity) gets set to zero. My ambient_light and ambient_light_dynamic definitions in the info_location entities otherwise would make the light far too bright (seems to get multiplied) and I define the light values solely with the info_location entities. Additionally this gives a nice effect at map startup, where the ambient is black first and then rises to the level of the current location, like as if the eyes are slowly adapting to the darkness. Entity Light: classname: light name: ambient_world _color: 0 0 0 light_center: 0 0 0 light_radius: scale, to cover your whole map nodiffuse: 0 noshadows: 0 nospecular: 0 origin: place, where you like parallel: 0 texture: lights/ambientlightnfo ---- Create the atdm:location_settings entity (one per map). You can define the sound definitions (property and value) as you like. Entity location_settings: classname: atdm:location_settings name: atdm:location_settings ambient_light_dist_scale: 1.0 ambient_light_dynamic_cap: 0.1 0.1 0.1 ambient_light_fade_time: 7 this is the it takes the ambient light to adjust when traversing to a new location and at map startup ambient_light_falloff: 1 origin: where you want to place it s_shader: silence snd_cellar: phantoms snd_inside: mansion_tense01a snd_outside: city_sleeps01 snd_placeholder1: desolation_loop snd_upstairs: derelict01 ... and so on with the sound definitions ---- In the middle of all Visportals, sealing one location from another, put a info_locationseparator entity. Entity info_locationseparator: classname: info_locationseparator name: info_locationseparator ..._1, ..._2, iterate, doesn't matter origin: middle of the according Visportal ---- Inside each location, put one info_location entity. Entity info_location: classname: info_location name: info_location ..._1, ..._2, iterate, doesn't matter ambient: snd_inside use a sound property-field defined in the adtm:location_settings entity ambient_light: 0.027 0.027 0.027 this is an example, use whatever light level you want to define for this location. 0.027 equals a light level of 7. Note, that if you use the color picker - red/green/blue of this field, the value might be automatically reduced each time you deselect/reselect, don't know if this is bug, so recheck the values. ambient_light_dynamic: 0 0 0 with an ambient_light of 7 = 0.027 this ambient_light_dynamic value of 0 gives a good shop indoor brightneess, if you set ambient_light_dynamic to 0.002 0.002 0.002 with ambient_light 7, this gives a much brighter moonlit street look, but you can also leave ambient_light_dynamic at 0 and just increase ambient_light. origin: in your location area volume: 0 loudest ambient sound call_on_entry: adjustlightgem the function name in yourmapname.script lightgemmodifier: -1 a custom spawnarg, read by the function adjustlightgem in yourmissionname.script For valid values for lightgemmodifier see this wiki page: https://wiki.thedarkmod.com/index.php?title=Virtual_Darkness For example an ambient_light value of 7 (with ambient_light_dynamic value 0) should have a lightgemmodifier of -1. ---- Create a textfile (replace yourmissionname everywhere): TDM/fms/yourmissionname/maps/yourmissionname.script with the content: #include "script/yourmissionname.script" ---- Create the folder: TDM/fms/yourmissionname/script And create the file (this looks a bit redundant here, but you can include several script files in the first file and reference them): TDM/fms/yourmissionname/script/yourmissionname.script and insert the content (extend as you like): void adjustlightgem(entity location) { string location_name = location.getName(); float lightgemmodifier = location.getFloatKey("lightgemmodifier"); // console debugging // sys.print ("Entering location: " + location_name + "\n"); // sys.print ("lightgemmodifier: " + lightgemmodifier + "\n"); $player1.setLightgemModifier("worldspawn", lightgemmodifier); } ---- Result: The ambient light transitions from location to location and the worldspawn lightgem_adjust arg gets set accordingly, and you have a nice effect at map startup.
  18. Space holder for further updates
  19. Hello, as others have done, I'd like to start my own mapping thread to provide content I create in one place. Feel free to use anything from this map in your maps or for TDM integration. There is a book in the map with more description of the contained content. OGDA_Demomap Version v3: https://das-kartell.org/files/thedarkmod/ogda_demomap/ogda_demomap.zip Installation: Extract the content of the zip-file your "TDM install dir/fms" folder, the folder "TDM/fms/ogda_demomap" should be present afterwards. I'll post new versions from time to time when I have new content ready. Current map contents: v1: New Paintings (for details see here: New paintings thread v2: TDM Fountain prefab expanded with base, water, light and particles Drainable/fillable bath with sounds and secret compartment only accessible when drained Moving bookshelf with hidden compartment, very failsafe, the setup ensures no clipping or false states will happen (with one tiny exception, see book) Buildings (TDM defaults) with lights, monster-clip ond some details added New Buildings, mainly created from Springheel's TDM modules v3: Ambient light setup Additional info for the current version: - Foutain still needs monsterclipping - the largest building on the right side has a working window where the candle is, you can fill the room with content or revert the window to a func_static - most of the content that belongs together is grouped for easier copying/moving - most of the content is created for A night of loot 2, but that map is still in extremely early stages, there's no guarantee or release date for that one Credits: Additionally to content created by me, this map contains content provided by: - The Dark Mod - Obsttorte (i.a. fog script, texture blending) - Springheel (modules shipped with TDM) - TDM community github repo (Thread) Please let me know if you find content created by you in this map in case there isn't a mention yet. Screenshots:
  20. Ok, I'll try to create a custom definition. Thank you all for you help!
  21. This is not an entity present in the editor, but the default carryable prop for an AI which is only attributed by spawnarg, so I cannot directly edit it in dark radiant. I see no way to ungroup/reference that like an inserted entity. If I misunderstood that, can you please further describe what you mean? Here is another full spawn arg set of the args I have on the city watch AI carrying the torch prop, where the light radius does not take effect: classname: atdm:ai_guard_generic_01b name: Citywatch Officer shouldered_name: Brannis def_head: atdm:ai_head_citywatch def_vocal_set: atdm_vocal_set_cynic_citywatch def_attach5: atdm:prop_torch_gothic_on pos_attach5: hand_l name_attach5: btorch set name on btorch: btorch set light_radius on btorch: 10 10 10 Any more ideas how to change the light radius of the torch? All information I have is from: https://wiki.thedarkmod.com/index.php?title=Attaching_Props_to_AI https://wiki.thedarkmod.com/index.php?title=Light_Properties#Radius --- Edit: When I attach a defunct torch (not held in hand) to the AI found in a thread with spawnarg def_attach5: atdm:moveable_torch1 I can set the light_radius with set light_radius on flame: 70 70 70 But def_attach5: atdm:prop_torch_on or def_attach5: atdm:prop_torch_gothic_on don't seem to be affected by the light_radius property, so the problem still persists.
  22. I need help setting the light_radius and _color of a torch held by a guard. With a lantern this works just fine: def_attach5: atdm:prop_lantern_on pos_attach5: hand_l set _color on light: 0.9 0.7 0.25 set light_radius on light: 100 100 100 I know a torch is flame instead of light, but I tried many combinations and none of them worked. The torch is there, but the light radius and color don't change: def_attach5: atdm:prop_torch_on pos_attach5: hand_l test1: set _color on light: 0 1 0 set light_radius on light: 10 10 10 > no result (expected) test2: set _color on flame: 0 1 0 set light_radius on flame: 10 10 10 > no result test3: name_attach5: district_a_watch_torchlight set _color on district_a_watch_torchlight: 0 1 0 set light_radius on district_a_watch_torchlight: 10 10 10 > no result test4 (just messing around by now): set flame_radius on light: 10 10 10 > no result Any ideas?
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