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dmw88

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Everything posted by dmw88

  1. Yeah, I'm not getting a missing texture. This is very disheartening. Is it maybe a problem with the DDS encoding? That's about all I can think of. I saved it with the Photoshop nvidia dds plugin, using the encoding listed on the wiki, so it seems unlikely. I don't know at this point. Very disheartening.
  2. Thanks for the links, I had read through the second prior to posting (I didn't see the second, if it is not linked in the first it might be useful to do so), as I usually try to find what I can on the wiki before posting. Unfortunately, neither page has info on actually displaying (a function of) the value of "gui::mission_loading" as part of a text field, which is what I am trying to do.
  3. The textures all look fine in lighting preview mode. I didn't see anything in the console regarding textures missing - what am I looking for specifically?
  4. I'm trying to show text that changes as a mission loads. Say for example I was trying to display the percent progress loading the map - what would I list as the 'text' field in the .gui file? My assumption was that I would have a line reading ("gui::map_loading" * 100) + "%", with the + for concatenating the number and string. However this doesn't work. What is the correct way to approach this? If t is not possible to concat the two, is it possible to just display the number? Thanks!
  5. I have some textures that are working perfectly fine in DarkRadiant, but when I load the map up ingame I end up with black textures. As far as I can tell I have all the files where they belong - the dds in the appropriate dds folder and the _ed.jpg and _local.tga files where they belong. I see them as I'd expect in the material browser and the camera view in the editor, yet when I start playing they all appear as solid black, like the 'shader not found' DR default material. Does anyone have any idea why this would occur?
  6. I was trying to export a collision model to make a frobbable brush and I clicked 'save selected as collision model'. The 'select model' menu popped up with the last entity I had placed, a crate, highlighted. I x'd out. Now whenever I try to place any entity it's placing a crate with it. 1. how do I un-taff my collision models and 2. how do I actually make a brush into a frobbable object? Meaning, how do I actually export a collision model? Also, I know I have to assign the 'custom grabbable' entity, but do I place that entity and then set something in the spawnargs to refer to the brush I want movable and the collision model? Thanks as always for the help. Coming really close to having a map that is fully playable and getting pretty excited, so it's heartbreaking to get stuck like this in a way that I can't continue for now!
  7. I had this problem sometimes with both your bank missions: either some or all of the drops that I purchased did not appear in the map. Makes it almost impossible on the Chase mission and very, very frustrating to have to restart when they dont appear. I would recommend not including this feature if you cannot get it working reliably. Also, on the Chase mission there was a guard with a purse that I couldnt steal. Maybe this was intentional. Finally, the node saying Caldwell slipped up and said how to get in the secondary vault made it sound like the secret button was in his office and not Chase's. That might be my bad though. Otherwise excellent missions, 9/10 and 8/10, respectively.
  8. The thread title pretty much says it all. Whenever I attempt to change the mission and click 'save', Radiant exits with no message. When I reload my map, I am in the same situation - the map still has the wrong current project selected, and I cannot change it. Has this happened to anyone before? Any advice on handling it? EDIT: This isn't just a problem with one particular map - attempting to change this with any map loaded causes this issue to occur.
  9. I think I am following this, with one exception. For the first batch of barks, it says 9 wavs. But we have idle1 - idle9, with idles 1-4 seeming to have multiple variants, suggesting something like 16 wavs. Is there some misinformation here or am I misunderstanding?
  10. Thanks so much. If I get it worked out I think I will try to put a tutorial together for the wiki so other editors can do this as well.
  11. Much appreciated. I'll go head and look into this approach. Any idea on where in the whole system I might throw a global variable like a boolean has_bow?
  12. Is this something that could be incorporated at the FM level? Is it possible to overwrite weapon scripts and incorporate global variables like that without modifying the game itself?
  13. Yeah, a new vocal set and skin for a prison guard. The existing vocal sets have lines that dont make sense. Ive got time, I spend anywhere from 4 to 12 hours a day working on personal projects and for the last 2 months thats been all TDM maps.
  14. I want to make a new guard AI who would be more or less a palette swap of an existing AI guard. Im assuming all Id have to replace is the textures for the model and create a voice profile. I think I can figure out how to handle the textures and duplicating the model based on what is already there, but if anyone can point me to an explanation to be sure thatd be helpful. More importantly, is there anywhere to get a complete list of soundfiles required to make a new AI speech profile? Ive looked everywhere that makes sense on the wiki and so far had no luck. I also am not sure exactly how to package these files - again, I didnt see anything on the tutorials for this. Ive got three maps completely built, textured, and decorated, which was easy based on my experience making MP maps for older idtech games, but handling AI and scripting has been really slow, since it is new to me, so any help with this is majorly appreciated. Thanks in advance.
  15. From what Ive seen it seems like the player always has a bow. Even if you start the player with no equipment, as soon as he picks up an arrow he automatically has a bow to shoot it with. Is there a way to start the player with no bow, so that he has to find one before he can use any arrows he might find?
  16. I was thinking that too, or maybe even having 6 objects and 4 statues. Of course, there will be consequences if the player places the wrong object...
  17. Once the new version finishes beta I will be working a lot on the code. I have also started mapping (about a month ago) and Ive been putting in 4-6 hours a day. Hopefully I can be that guy. I had a terrible tragedy in my life last year and so now besides a fulltime job I have literally no life, so it seems possible if not probable.
  18. I'm working on an FM and could use some help in the form of some models for the project. I have in mind a puzzle in which the player encounters a statue, one arm holding an open book, the other arm upraised and the hand formed to grip a handle of something that is not there. On the ground are four objects, all made from stone matching the statue - a sword, a hammer, a shepherd's crook, and a caduceus. Through environmental clues the player is meant to determine the correct object and place it in the statue's hand. I would need models for the four objects and the statue, and ideally four additional versions of the statue, each holding one of the objects. The statue should be a man wearing a robe; I can give additional information via PM to avoid publicly spoiling the puzzle. If anybody is available to take the time for this it would be greatly appreciated. Thanks!
  19. When I go to insert models in darkradiant, I notice a lot of missing textures. For instance, when I try to insert a desk (deskq.lwo, scribe_desk.lwo, scribe_desk02.lwo, etc), there are missing textures all over the models (not every texture, but at least a handful on each model). Is this a problem specific to me? If I use the model, will it work ingame, or is there something I have to do to fix them? Thanks in advance.
  20. Thanks, guys! I didn't know about the inverted patches. A 'hollow' cylinder I meant would be like a solid cylinder with an empty cylinder inside it, if that makes any sense - like this: http://etc.usf.edu/clipart/42700/42779/cylinder-07_42779_sm.gif
  21. I've seen how patches can be used to create some basic curves, and how things like cones and cylinders can be created with brushes. I am curious about how I can create some other curves - say I want a 90 degree curve, ie, and end-cap cut in half. How can I create this? I see that I cannot cut patches. I'd also like to figure out how to create a cylinder with a hollow interior, and also a hollow half sphere (dome) or quarter sphere (half-dome). I've seen most of these in various FMs so it is almost certainly doable in DR, but I'm at a bit of a loss. Thanks in advance!
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