-
Posts
1750 -
Joined
-
Last visited
-
Days Won
81
Posts posted by JackFarmer
-
-
1 hour ago, Dragofer said:
I believe you need to manually type in .lwo or .ase at the end of the file path when exporting a model. Can't say why your "Use entity origin..." option is greyed out.
As Geep already suggested, the material used by the model (...sq_shield) is missing frob highlight stages. Those are the 2 blocks referencing parm 11 - you can copy-paste them from any other material and update that 1 line with "map [file path]" so that it matches the diffusemap of your current material.
Thank you for the hints!
-
47 minutes ago, STRUNK said:
Did you try exporting as .ase ?
I can't get the .pfbx (my prefabs have .pfb as extention btw) in my editor, but I can get the piping_1 after adding the extention .lwo manually. The center it gives is not the centre of the pipes, but the model seems ok at first look.
You are right; that works. It is a little bit cumbersome, but it is a workaround.
It seems DR 2.8.0 exports prefabs now with the ending "pfbx".
However, I wonder if the exporting problems are a bug in DR 2.8.0?
-
Model exporter in DR
1. I've created a "cargoboat" last year consisting of brushes, patches, cylinders, models. I then used "save selection as model" and could export the selection as .lwo file. Works perfectly - see attachment "cargoboat2.lwo"
2. To reduce entity count in my mission, I'd like to save selected pipe sections (see attached example "piping_1.pfbx") as models, too. The problem is, the saved selections do not get saved correctly anymore: the file format is missing (see attached file "piping_1") and nothing shows up in the editor. Moreover, the "Use entity origin as export origin" field is greyed out now when I try to export the selection in question.
I've tried it with many other stuff, and the result is always the same.
What is my mistake?
-
Don't custom entities become automatically highlighted when in frob distance?
See attached example. The properties "frob_distance" and "frobbox_size" seem not to change anything.
-
On 5/17/2020 at 6:19 PM, Amadeus said:
Funny you bring this up @JackFarmer. I just saw this game last night, it looks pretty neat. love the art style
Little Computer People! That's what it feels like with the reading, typing/painting, sleeping and playing music.
#
-
2
-
-
Okay, just a few more final fixes. I will get back to you with PM asap.
Thread in Beta Testing forum will show up shortly.
-
Great, thank you very much. You guys will test with 2.07 or latest 2.08 beta build?
The latter would be preferred as I've decided to make this a 2.08 release and have already tested lots of stuff with 2.08.
-
Yeah, I can confirm that but I think I although noticed that sometimes hitting the space key actually creates a duplicate.
Workaround: save the resized model as new model in the mission's model folder.
-
2
-
-
- Popular Post
- Popular Post
Hi guys,
Beta Testing of HH:TLC shall begin latest at the end of next week.
The map size is ca. 80% of HH:I, and depending on play style it should take ca. three/four hours to complete the mission.
Please sign up here if you want to help.
In case you don't want to help, then sign up here as well, and I will ask grayman for divine punishment for all of those who do not work to the will of the Builder!
Jack
-
5
-
59 minutes ago, NeonsStyle said:
Yes. Here's that prefab for the window. Just change the window texture, and the appropriate window projection in the light inspector. This is from Briarwood Manor.
https://drive.google.com/file/d/1GlXPck9XDH_FS07Kiev_P-ONjnVpahqu/view?usp=sharing
Caulking is still debated in TDM. Some say it's important, some say not. I come from the Quake days where it was important, and it seems
me to still make sense since there doesn't seem to be any firm conclusion on whether to use it or not. So I err to the side of caution on it
and Caulk all brushwork the player will never see.Cheers
Rad, thanks for that!
-
1
-
-
Hello Neon,
Ah, that's how to create light reflections through windows on the floor. I saw it last time in AGN, found it cool, checked the map and found nothing that I had expected (some sort of decal on the floor or something similar). I am very delighted to find out how it works as I gradually thought Amadeus to use some unique wizard mapping technique I'd be never ever able to mimic. Thank you for that!
As for the caulking: you sure that makes sense if the walls in question are exposed to the void? After all, if one considers the void as a visleaf it would be perfectly sealed from the in game area and thus the code should not consider any calculations?
I vaguely recall that someone (maybe Sotha) once did testings and found no performance differences between caulked/non-caulked walls exposed to the void.
However, if not part of essential in-game setups, I usually use caulck to identify leaks.
Jack
-
This seems to be interesting. I read about this game at first in the feuilleton section of my local newspaper:
-
1
-
-
What happens if you try add a speaker via the same context menu?
Did you install both DR and DM?
-
You guys were right, after updating to 2.08 it looks like...
1. ...crashes during WIP loading have vanished and
2. ...in game crashes in WIP area with fire elementals have vanished as well!
Thank you, after adding final voice lines in the next days I will start beta/optimizing!
Jack
P.S. ....love the new swimming system, although I think I will have to add a few more breath potions as the lake is very, very deep!
P.P.S. ...and I have the feeling, that everything runs much faster now!
-
4
-
-
A live sign from Blixa & his gang, sounds somehow like Kevin Coyne meets Brecht & Weill:
-
3 hours ago, woah said:
However what I found comical was how we're being shown these incredible graphics but in terms of interactions we're still stuck at "Press X To Interact"
Do not challenge the casual player.
-
Bought this one back in 1993 (or 1994?) but learned about the Leonard Cohen orignal from 1985 (or was it 1984?) only two years later when I bought the respective album from LC.
-
4 hours ago, Arcturus said:
I just learned that Dave Greenfield of the Stranglers died from COVID-19.
-
Yeah, this works perfectly for the installed mission display, but in the "Available Missions" list only the first line gets displayed.
-
Thanks, I've looked into it, but it does not include a specific command for a line break. Indeed, moving the words around forces a line break but at the price that one receives a large space in the overall missions list.
hmm....
-
-
11 minutes ago, Arcturus said:
Each DeusEx game had very different style too. First one was pretty believable in it's depiction of the future couple of decades from now. Invisible war on the other hand was set farther into the future and looked more like Star Trek.
Human Revolution was way out there with it's "neo-renaissance" fashion and completely unrealistic Hengsha city:
And it was supposed to be set in 2027
Star Trek is a good example for the same problem:
One of the newer interpretations called "Discovery" is set ca. 100 years before ST:TNG...but the "old" technology used therein seems much more advanced.
-
On 5/1/2020 at 1:13 AM, joebarnin said:
"He's dead, Jim."
-
On 6/18/2019 at 2:13 PM, Arcturus said:
This game is shaping up to be a worthy successor to Deus Ex. They confirmed you can finish the game without killing. There will be swimming too.
That would be great. I like both DX:HR and MD and this one looks very familiar.
Newbie DarkRadiant Questions
in TDM Editors Guild
Posted
@Dragofer
I've adapted the steps as per your description. The two items in question work now as they should.
Thanks.