Jump to content
The Dark Mod Forums

JackFarmer

Member
  • Posts

    1568
  • Joined

  • Last visited

  • Days Won

    73

Posts posted by JackFarmer

  1. 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.

     

    post-37993-0-76953600-1516964896_thumb.jpg

     

    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.

  2. I made a thread about my issue without realizing this thread existed, but I figured I'd ask here since it seems I'm more likely to get an answer. If I get an answer here I guess my original thread could be deleted or something.

     

    So far I've managed to create everything in my mission smoothly, but I can't make readables. I followed the instructions on the wiki and specified custom folder for my xdata files (a folder in my darkmod/map), and I can create a readable in the editor and save the xdata file. However in game I receive the error "Non-Existant xdata declaration: readables/(MyMissionName)/mybook" as well as "num_pages not definined on readable" followed by the entity name, upon loading my mission. Attempting to read or pick up the readable locks up my character making it impossible to change equipment or items. I even poked around my files and opened the xdata file in notepad, and the contents match what I got in the editor and structure itself seems fine.

     

    Does anyone know a solution, so far the mapping has been going smoothly and it's quite frustrating to get stuck on readables. I don't technically need them but, they I couldn't make the mission I want without them.

     

    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

  3. @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 :( :( :(

  4. 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
  5. 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.

  6. 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"?

  7. 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.

    post-37993-0-09744300-1514486649_thumb.jpg

  8. 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.

    post-37993-0-81054800-1514385150_thumb.jpg

  9. 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.

  10. 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.

    post-37993-0-91892100-1514314350_thumb.jpg

  11. Your memory is right; I have found it.

     

    Most of the rocks have 1500 polys. The largest piece even 2000 and I have used all of them multiple times in the same visleaf which I cannot split in suitable addtional visleafs due to the nature of the area (building in the middle, exits to the left and to the right with active portals):

    post-37993-0-38503000-1513970325_thumb.jpg

    • Like 1
  12. Ah, I understood "models". Sorry for confusing that; English is not my first language, you know. :)

     

    As you know, I am still learning and thus it is hard for me to define whether they have to be considered high-poly, please see for yourself below, grid size is 16.

     

    Well, after I have visportaled the small building and removed most of lights, I was able to increase the fps to the above depicted 30 - 50 (depends on the location you stand). I am using a machine with inferior hardware, so I suppose it would do well on high-end machines.

     

    Hm....

     

     

     

    post-37993-0-66596200-1513965366_thumb.jpg

  13. Hello Springheel,

     

     

    You mentioned in one of you videos that there are LODs for almost all models availabe. I made heavy use of the rock models (nature/rocks/rockxx - see image below, blue stuff on the right), but I cannot find LOD models for them. Are there no LODs for these stone models available?

     

     

     

    post-37993-0-11455800-1513963726_thumb.jpg

    • Like 1
  14. Hello Springheel,

     

    I just copied the folder in Windows to the mainfolder...and now it works! (Oh yeah, oh yeah, oh yeah!)

     

    If you ever come to Upper Bavaria, I will buy you one beer, or two, or even three.

     

    Should I restructure the entire game paths as recommended in your tutorial?

     

    Thanks a lot. That's what I call a dedicated community.

    • Like 1
  15. Sorry Springheel,

     

    I forgot that my previous console report would be the reference. I had already deleted the old attempt in question.

     

    Here is what the console reports with the xd file as per my last post:

     

    WARNING:script/tdm_readables.script(155): Thread 'atdm_readable_immobile_scroll01_1': Non-existant xdata declaration: readables/pag11/sample1
    WARNING:script/tdm_readables.script(182): Thread 'atdm_readable_immobile_scroll01_1': num_pages not defined on readable atdm_readable_immobile_scroll01_1
    WARNING:Couldn't add entity atdm_readable_immobile_scroll01_1 to inventory of player1

×
×
  • Create New...