Jump to content
The Dark Mod Forums

JackFarmer

Member
  • Posts

    1693
  • Joined

  • Last visited

  • Days Won

    80

Everything posted by JackFarmer

  1. Hello VanishedOne, I have tried what you said, but no effect. I made a new map and re-produced the basic seeting. Here you go: moveable.txt Thanks a lot for your help. Much appreciated.
  2. Hello VanishedOne, I have doublechecked: - the classname is correct - the file structure is: WIP/Models/modelname.ase (same goes for the collision model) Since I have added the path as per you suggestion, the map compiles, but the object behaves like I have described above. I have also checked the console for this testmap, but it does not report any error during and after compiling. The report for the collision data reads: ------------------------------- collision data: 1 models 40 vertices (0 KB) 85 edges (2 KB) 36 polygons (2 KB) 6 brushes (0 KB) 1 nodes (0 KB) 36 polygon refs (0 KB) 6 brush refs (0 KB) 84 internal edges 0 sharp edges 0 contained polygons removed 0 polygons merged 7 KB total memory used 0 msec to load collision data. ------------------------ Hm...
  3. Unfortunately, I cannot learn anything from the link above. In general: is my set-up correct or what else could I do to fix it? I have the feeling that said Wiki page does not include all vital steps in the correct order and that something might be missing.
  4. Just revisited a few of your other shots you provided here on the forum. Your application of shadows reminds me of Friedrich Murnau movies. I am looking forward to seeing your future works because this is really outstanding.
  5. No official emulator from MS available?
  6. A - Model 1. Turned the brushes into func_static 2. Changed the classname to atdm: moveable_base 3. Gave it properties for mass and friction 4. Used Script/Export model and save the .ase file in the WIP/Models folder 5. change property model from "func_staticxxxx" to "WIP/Models folder" Like that? If I add step #5, then the origin of the pillar changes and I have to put it in place again. Dmap then works and the model appears, but: - model sank a little bit into the ground - model is not frobable - model is not solid Sorry, I do not understand what you mean. Could you be so kind and elaborate?
  7. I have tried to create a moveable as described in the wiki http://wiki.thedarkmod.com/index.php?title=Moveables but I do not get it working. A - Model 1. Turned the brushes into func_static 2. Changed the classname to atdm: moveable_base 3. Gave it properties for mass and friction 4. Used Script/Export model and save the .ase file in the WIP/Models folder B - Collision model 1. Covered the model with a brush and made sure that the origins correspond 2. Gave it the texture collision and converted it into func_static 3. Used File/Save selection as collision model and stored it under WIP/Models folder Result: The model folder includes both the .ase and a .cm file. After compiling, I always receive a game error because the collision model can't be loaded. Is there something I am missing
  8. Incredible. The walls are made of brushes and the ground is a patch with shifted verts? How many light sources are in this particular shot?
  9. Unfortunately, there is only a XBox version available. I can confirm that Galleon plays and feels like a sucessor to the original Tomb Raider and I really enjoyed it. I think I will have a re-run after I have finished my replay of Darksiders 1. Galleon was poorly received. I anticipate that most critics were shocked by the spartan graphics as the game was originally developed for SEGA's Dreamcast and did not receive a visual uplift once it was transferred (or whatever you call that) to the original XBox hardware.
  10. 2nd And my esteem for it skyrocketed after the release of Thief2014.
  11. Thank you Jeff, I just followed your instructions to the letter and now it works. Great, another problem solved. Now I can create cute little scrolls with the combinations! Have a nice day!
  12. Hello Joe, 1. The script has to be named "closeBar.script" or "mapname.script"? 2. The location shall be fms/mission folder/maps?
  13. The entity browser includes an object called "combination lock" As the description says, I have linked it to an appropriate target and set custom numbers. In game, TDM always crashes to DT when I start cycling through the numbers via the mouse wheel. What can I do to fix this issue?
  14. In general: Is it allowed to use other people's work they published via the Dark Mod although they did not give permission for that? I am asking since Sotha explicitly stated that everyone can use his custom assets as long as he gets credited. Thus, I always thought you have to ask for permission, but your post suggests otherwise. On the other hand, I have to admit as well that I do not fully understand the copyright rules for DM.
  15. Hello Joe (that is, if this is your real name), Thank you very much for your mission. I have to admit that I have not played through it (till now! I will do it! Word!), but I have checked your design. What to say? Very Thief-like! Your mission is a good example why I started to play the Dark Mod after Eidos Montreal released Thief 4: Guys like you know hot to create a title that feels like "Thief". There are companies who had (and have) the opportunity to follow your example, but they are not able to do so. The reasons for that are open to speculation. I am looking forward to your next mission (after I have played this one! ) Best regards, JF
  16. Hello Judith, Thanks a lot! Will check it out.
  17. How can I replace the music in the main menu? I don't get it; I have checked the structure of both Volta 1 & 2 and NHAT but was not even able to find the folder with the relevant ogg file.
  18. Noted, I will check. Thanks a lot.
  19. I have started the first game once again. Can't wait for that to happen: Truly an epic moment in video game history! :)
  20. Hello Biker, Is this texture from stock or custom? I cannot find it, but maybe it looks differently in DR because of missing lights.
  21. I do not believe it; an action adventure as coded in the old days. Played the first and the second game on my PS3. The story is....forget the story, but the gameplay was cool. A combination of both Soul Reaver from Crystal Dynamics and Tomb Raider of Core Design: puzzles, combat (shooting), riding (dark) horses and J&R. https://www.youtube.com/watch?v=s91PgLA9hCM# Biker, if you have not played the first game of the series, then I would suggest you do it now. I can really recommend it.
  22. Gonna fly to NYC and smash your computer. You create missions faster than I can open DR. Look out for an angry Bavarian asking the locals in your neighbourhood where the man with the grey hair lives....and prepare for a shocking encounter. Downloading now....
×
×
  • Create New...