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JackFarmer

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Posts posted by JackFarmer

  1. Gents,

     

    Thank you very much for the quick help.

     

    @teh_saccade -this is what the console reports:

     

    WARNING:script/tdm_readables.script(155): Thread 'atdm_readable_immobile_book01_1': Non-existant xdata declaration: readables/pag10/test
    WARNING:script/tdm_readables.script(182): Thread 'atdm_readable_immobile_book01_1': num_pages not defined on readable atdm_readable_immobile_book01_1
    WARNING:Couldn't add entity atdm_readable_immobile_book01_1 to inventory of player1

     

    I will try the alternatives as per your replies above, but I would prefer the editor, of course; it's a cool tool...

  2. I just started playing around with the readables in my map but I do not get them working.

     

    After mapping, everything works fine, I can open doors and scroll through the weapons inventory.

     

    But as soon as I try to interact with any sort of readables, everything goes wrong: doors cannot be opened anymore, weapons cannot be selected...and the text within the readables does not show up as well.

     

    I have to add that I received an error message when I worked with the readables editor for the very first time, but I don't recall the content and the message did not show up during later attempts.

     

    What can I do about this?

  3. First of all, thank you very much @Springheel & Sotha for your video tutorials. These are extremely helpful (sometimes even funny), and for the very first time I was able to create a small area mapping (almost) to my expectations.

     

    I understand that visportals are essential to the entire process and before I continue adding more details, I would like to solve this problem first.

     

    Regarding visportals and window models surrounded by brushes, the WIKI tutorial (written by Sotha?) recommends to "put in a worldspawn brush with nodraw texture on".

     

    So I did, and I carefully located these "No-Draw" brushes between the window prefabs in question to make sure that there are no gaps left (I also double checked with grid snap and carried out visual control via DR).

     

    Result: "r_showtris 2" shows that the entire outside area of the building is still being rendered, fps down to ca. 10 - 15 fps.

     

    If I replace the window prefabs (brushes, windows and no draw brush) and replace them with solid wall brushes, it works perfectly and the fps rate is sky-rocketing up to 50 - 60 fps. Thus I think that the "no draw" brush does not seal my wall works at all. What is my mistake?

     

    Please find below a picture; the red frame in the detail depicted on the right side shows the exact position of the no draw brush.

     

    Many thanks for your help in advance.

     

    post-37993-0-22982800-1512218333_thumb.jpg

  4. Hello all,

     

    I have a newbie question as well and I hope you can help me.

     

    To create water, Fidcals Tutorial recommends the following steps:

     

    1. Drag out a brush

    2. Give it the texture common/nodraw

    3. Create Entity --> atdm:liquid_water

    4. DEselect the water brush

    5. Select top surface of water brush

    6. Use texture water_source>water_clear

     

    My problem starts after step #4: If I deselect the water brush, the entire water brush vanishes and can be restored only through the UNDO function. I have repeated this several times and it's always the same.

     

    I have also tried simply copying the "water surface starter packs" from the Starterpack, but I receive the same result: as soon as I deselect the brush, it vanishes (although the top surface remains).

     

    It would be great to get some help. Thank you very much.

     

    Best regards,

    JackF.

     

    P.S. I never thought that mapping would make so much fun. It may be (correction: it is) frustrating for a beginner, but received a few cool results: strange looking rooms (some of them with "integrated" rainfall), a dark sky showing a full moon and a crazy guard walking a strange way I ordered him to walk. Thanks a lot to all the guys out there who made this happen.

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