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JackFarmer

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Everything posted by JackFarmer

  1. Please cut me some slack, I have never done something like that before. The Order of Thieves: Qualifying Examination (Working Title) All pictures with slightly enhanced Gamma values. Pictures #2 was shot during no clip mode (that is, I think so - can't remember exactly anymore). The mission takes place on an new island (I have not decided on a final name, suggestions are welcome) located ca. 20 miles northern of Waterfall Island. . Since it will take place on an island, I have to cover the area with cliffs. My cliffs look extremely bad - I used brushes, cut them into pieces, extended the verts and finally added stone textures...these visuals really hurt the eye and I have to think about something else. I am wondering how Bikedude and ERH+ created these cool cliffs with patches. If I use patches, then the result looks extraordinary roundish instead of jagged. The entity limitation causes me also headaches because I have finished ca. 60% of the content and have already more than 4,500 entities. I hope I can solve this problem with the SEED function. I was always wondering what you guys meant when you talked about getting burned out - I understand it now. After fixing leaks for two weaks, I'd like to through my machine out of the window. Will probably take a break for one or two weeks. @ERH+: I will send you the puzzle in question maybe this weekend. Thanks a lot for your help.
  2. Wow, I like it. How did you do these cliffs? This isn't brushwork, is it?
  3. Great, problem solved. Thanks a lot, grayman!
  4. I have added the location system to control the ambient sound, works perfect. Now I have noticed, that the system changes ambient light in the visleafs as well - in some locations it gets significantly brighter, in some others it gets darker. I have deleted the relevant properties from the location entity (dist_scal, dynamic_cap and falloff), but the effect as descibed above does not vanish. If I delete the location entity, then everything is ok and my original ambient_world light does the job with the defined values. How can I stop the location system from interfering with the ambient light?
  5. That worked, now they patrol as per the designated pathes. Thanks a lot!
  6. I think my thief has already killed enough spiders in my mission and thus I searched for new prey. I thought I found it with the fire elementals. The problem is: they do not do as I command them to do. I've created a square shaped path corner/wait sequence and connected everything together: The movement showed ingame is different, it does not follow any structure. I tried it also with simple one way pathes and multiple elements, but the result is always the same. What is my mistake? It scares the hell out of me. What will they do next time? Break through the physical screen barrier and come after me?
  7. Hello Destined & ERH+, Many thanks for your clarifications and help. There is just one word to describe the passion and dedication of this community: outstanding. I wished for a way I could help you as well. I will check ERH+'s map (many thanks for your effort!) and see whether I can learn from it. @ERH: Do you mind if I get back to you with a PM in case I have questions?
  8. My thief shall use his brains because I have significant problems with the one belonging with me. Thus I have added puzzle #2. It consists of several "square" brushes I have converted into func statics. When frobbed, they shall rotate around the center in 90° steps. I have two problems: 1. I do not know how to create an entity which allows rotating in steps. I understand that the entity "func rotating" should do the trick, but the inherited properties are not sufficient for my purposes. The basic door mover would also be ok, but it does not include the property "invert_on_trigger" which would enable one-directional rotation. What can I do about this? 2. When all brushes have been rotated to the correct positions, a door shall open automatically. Is there a way to do this with the editor? As always, any help will be highly appreciated.
  9. I had the same problem a few weeks back, it was a mistake with my folder structure, check my post in this thread dated Dec 14th at 9:53 and the following discussion: http://forums.thedarkmod.com/topic/9082-newbie-darkradiant-questions/page-317
  10. @Judith: the command works and reports the line "noOptimize: true" during dmapping, but it does not have any effect; the triangles count as in my previous message still shows up, and the writing time for the proc file does not improve. However, thank you for your support. @nbohr: I am not sure whether I understand you correctly, the file dmaps/maps in the right way, and thus the editor's pointfile shows no leaks. Ingame there are also no "Missing AAS xxx" messages or things like that. Everything looks ok. I really don't know what happened. I had the new room already connected; then added four large patches and a few models and from that second on, the delays began which result currently in a dmapping time of 220 seconds...I really made (from my point of view) good progress during the past two weeks, and now I have this back-breaking problem. That's so frustrating :(
  11. Hello Nbohr, Well, I just added large MC brushes but it had no effect. Do you have any other ideas?
  12. Thank you for the information. I will try this and revert.
  13. Hello Nbohr1more, Well, The original section includes tons of monsterclips, but in the new areas I have not added any mc till now because I have not decided yet whether I want enemies to walk around there. Do you think the missing clipping causes the dmapping delay?
  14. Hello Springheel, I have just checked the setting in the game. It is switched off. Alongside with the writing of the proc file, this takes the longest time: removed 5 degenerate triangles removed 75 degenerate triangles removed 22 degenerate triangles removed 23 degenerate triangles WARNING:Couldn't load image: alembic_grey removed 2 degenerate triangles removed 59 degenerate triangles removed 6 degenerate triangles removed 4 degenerate triangles removed 14 degenerate triangles removed 56 degenerate triangles removed 68 degenerate triangles removed 112 degenerate triangles removed 56 degenerate triangles removed 4 degenerate triangles removed 3 degenerate triangles If I remove the new sections, then the dmapping times reduces once again dramatically. I understand that larger maps need longer dmapping, but this is much to much and prevents me from suitable progress. Here are the quantities to be processed so far: 520 total world brushes 43 total world triSurfs 48 patches 874 entities 1436 planes 12 areaportals
  15. Happy New Year and furthermore happy mapping to all TDM mappers! I have sucessfully finished my first mini map and have started to add additional visleafs to my original sealing brushes. Shortly after I had started adding models and brushes to the new visleafs, I noticed that the dmapping time started to increase dramatically. Currently I have a map size of ca. 1.1 MB and the dmapping time is 205 seconds. If I check the console report, then I see two actions which take very long time: 1) The process which starts after the word "Worldpawn" shows up in the console and 2) the writing of the proc file (currently 10 MB) Is this a generic condition or is there something I can do about it? The Wiki includes a large section for performance issues, but I don't think this is a performance problem as after the time-exhausting dmapping, all visleafs still report stable 40 - 60 fps.
  16. @Springheel: Thanks a lot for the clarifications!
  17. Hello Springheel, Thank you very much, but I cannot find it. It is not under Textures/common/ and I do not know where to search for it under the Entitiy folder. Can you help me out? My next question is: What means "frob" or "frobbing"? This is a word you guys use here on a regular base, but my paper dictionary English/German does not include it and leo.org does not know it as well. Does it mean something like "interact" or "manipulate"?
  18. My thief develops skills I did not train him to have. I have hidden a switch beyond a casing (made of simple brushes) and its door can be opened through a key. The problem is, that if I get too close, my thief develops some sort of telekinesis and can activate the switch through the closed door. How can I solve this issue? Sorry for bothering you guys once again; I cannot find a similar topic through the search function, and (as far as I can see) the problem is not discussed on the Wiki page.
  19. Hello Bikerdude, I really used Monster_clip. A few weeks ago I misused the clips you mentioned and have learned from my past mistakes. However, it works now...
  20. Well, after afresh dmapping it works, but I did not change anyhting... However, thanks a lot for your patient support. Problem solved, will search for new ways to torture the creature.
  21. Well, I tried it again, but still no luck. I carried out the following steps: 1. Create brushes, convert them into func static 2. Set trigger links, texture brushes with monster clip 3. Set translate value The monster clips (red frame) appear from the ground and "seal" the abyss, but the clips become an invisible solid wall for the palyer as well. I can also climb on it... Maybe I have to change some of the inherited properties? I have already disabled the frob function.
  22. Hello Springheel, Thank your for the information; I found it under the folder "editor". Now it works. It works even better than expected: If the player opens the trapdoors before the spiderman walks over it, he does not pay attention to the change in the environment and walks straight into the abyss like a lemming over a cliff. Is there a way to receive a func static with monster clip properties? I already added some brushes triggered by the lever to appear with monster clip textures in order to create an obstacle the spiderman should try to avoid. It also works, but the brushes then becomes solid to both the player and the AI.
  23. My thief shall not use force, but he shall use other ways to eliminate enemies. I will start with my favorite fear: the common TDM spiderman. The brilliant beast is patroling between the path corners as depicted in the picture and the trap door consists of two wings. I have converted these relevant brushes into func statics and linked them to a lever. The problem is: The devious spiderman does not walk over the trap door; he always sneaks past through the brush gaps on the sides. Is it possible to create monster clips which behave like func statics? I have also found out that I cannot activate the trap door (only one wing will open) through the lever when the spiderman touches the wings. On the other hand, if I place the spiderman on the trapdoor with patroling deactivated, it works perfectly and the spiderman drops into his wet grave where he actually belongs. Any help would be much appreciated. P.S. Next to come: how to electrify an ungrateful mummy. This wil definitetly be a "PEGI 18" game.
  24. @Springheel: You are right; the portals increase the performance: I just created a workaround to see whether it works: I will defintely reproduce it. @Obsttorte: This sounds very interesting, is there a video tutorial available?
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