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STRUNK

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Everything posted by STRUNK

  1. @grayman If I would have all the visportals touch worldspawn, as they should, the sound would also stay in the room .. right?
  2. @grayman @Springheel You are fast today : ) Thanks for this basic and essential info! So if I had done that I wouldn't have to seal the whole room with caulk for the sound to stay in the room?
  3. About sound being heard through walls, and visportals. I sealed off the room with caulk, and where doors are sealed the openings with vis portals. My transparent doors I gave the additional spawnarg "transparent" 1. And it all works as it should now ... but ... do I have to do the caulking? I noticed going through this process that my visportals weren't totally touching the floor, that I copied and made into caulk, but were touching the doorframe model. So an other question is: do visportals need to touch worldspawn, func_static, or models to work as visportals?
  4. @peter_spy Sounds good .. only " If you need 1-bit "alphatest" transparency for the trees, you need to declare it in the diffuse image stage. Replace the diffusemap shortcut with: etc" still does not compute in my brain yet : ) Could you add that in the right place of my material definition and paste the result here? Thanx for all the effort by the way. I really appreciate that, all of you.
  5. @peter_spy Some things work now; the "texture" shows up in darkradiant in "other materials/strunk", so that's already very good! But .. although the .tga and .dds file have an alpha channel, when opened in gimp, they don't have it in darkradiant nor in-game ... although I used DTX5 for the .dds .. Material definition: STRUNK/trees_backdrop //can be a material path if you like { surftype15 description trees qer_editorimage textures/backdrop/trees_backdrop // can be a diffuse texture bumpmap textures/backdrop/trees_backdrop // normalmap, not bumpmap diffusemap textures/backdrop/trees_backdrop specularmap textures/texture_path // TDM Ambient Method Related { if (global5 == 1) blend add map textures/backdrop/trees_backdrop // original diffuse texture goes here scale 1, 1 red global2 green global3 blue global4 } }
  6. So I paste this into a textfile, change the names and texture_paths to where I put the .tga and .dds files .. and probably change "description stone" to a proper description, for it's not gonna be stone, and then save it and just change .txt to .mtr .. right? I just found that I can open .pk4 files with winrar and look at the folder structure and such from existing fms to have an example. Thanks a lot. I should be able to get it working now : )
  7. I tried putting it in the normal folder structure, making folders named as described .. I think, for this is not totally clear to me: You will save the dds to : /doom3/mymission/dds/textures/brick/mybrick.dds for a custom texture (only for FM use) you should use "../textures/darkmod/your_texture_folder" But now I read: Most textures are in a virtual "shader subfolder" ... Are these folders in some file and do I need some program? I had no problem putting models I created in the right directory so I'm kind of wondering now ... do textures have to be in a totally different place? I'm trying with just a blue square of 512x512 exported with gimp to .dds where I selected Compression: BC1 / DXT1 and Mipmaps: Generate mipmaps
  8. @Dragofer How to get my dds file to show up in darkradiant? Putting it in a folder named textures doesn't seem to work, and putting it in dds/textures neither ... I think I'm missing some basic understanding : )
  9. @Dragofer Ok, interesting. I'll look into that.
  10. @Dragofer I tried with a large brush fitst to see how it works and found out I cant use it for this map, for it's a small map an the trees have to be near, not in the distance ... and my map has a tower ... if I climb it the brush goes up as well ... if it were trees they would look like floating in the sky : D But still I like that I know a bit how these skyboxes work now ... I could like see birds flying .. or some weird fenomenons in the sky at a key moment. I figured for now I'd better know how to import a texture into darkradiant, so I can make a "backdrop" from a screeshot of a row trees of and bushes I make also in darkradiant, so it fit's the game. Do you also know how to do that?
  11. Wow, that sounds like super easy to do and completely finetuneable : ) Great! I like this. Thanx a lot Dragofer : )
  12. Dragofer, peter_spy, Thanks for the reply. Making custom models is timeconsuming indeed, but somehow I alway want things at some point that are different from what is already available, so I try to make them myself. After skipping through the tutorial I think I stick to making models in DR for now : ) It seems rather complicated to work with blender, and I'm afraid I would make models that are far too smooth, and wouldn't really fit with the given models in DR ... One thing I have been thinking I might need for what I am building now is a custom backrop/skybox. I saw one that Springheel made with a city backround, and sky above. I need one with a background of trees and bushes and a sky above ... but how to make it?
  13. Something about making model. I make models now in dark radiant but I saw posts about using blender for that. Does blender give a lot more posabilities and is it hard to learn? -- Does anyone know about good beginners video tutorials for that, and/or a tutorial that shows in short what you can do with it?
  14. That was the exacly the reason why I wanted them to be opend only from the inside: there is only a handle on the inside, and they open to the outside : ) I made the latch on the door handle to move also when the door is closed , and replaced the standard sound to one that sounds like it locks again with i click.
  15. peter_spy, Destined I made you a screenshot. I think it looks very nice : )
  16. The doors are see through and have the function of windows. If they were windows that could not be opened, it wouldn't affect gameplay. That they can open is an extra, just because it looks good, and because I like to do things differently : )
  17. I understand your and Peter's concern, but these doors are not key to the gameplay, but mainly for looks. They have a lot off glass so you can look from the garden into the livingroom and vice versa. Just around the corner there is a window you can get into the same room, and there are 2 other doors where you can enter the house.
  18. Thanks Joebarnin. It seemed like a good and simple solution, and it is in your case, but frobability for a large suface does't really work, and it didn't work for my situation. But I hava found a solution! I have 3 large double doors opening into a garden. These doors typically only have a latch on the inside, and thus I wanted them to be opend from the inside only. The Inside trigger binds to Sliding Door 1, and is set to be open at gamestart: the trigger will be under the surface . The Outside trigger binds to Sliding Door 2, and is set to be closed (default) at gamestart: the trigger will be above the surface , and triggerable. Since the In- and Out-side trigger target both Sliding Doors, one starts open, one closed, there is always one up and one down, like a seesaw. The Sliding Doors (not on open, not on close but on "triggered_when_opened"), trigger the "atdm_target_set_frobability" "Frob 1, 2 & 3" to on and off. When a door is open, you should always be able to close it, and the "atdm_target_set_frobability" brush only works when the whole door is inside. Having the "trigger_on_close" argument set, the door targets the "atdm_target_set_frobability" aswel as TR (the "trigger relay"). It "refreshes" the frobabillity on/off state, because the "trigger_relay" has a very short delay: The door closing triggers the Frob on/off and immediately triggers it again via the relay, so on will be on, and off will be off, after the "refresh".
  19. One-sided frobability for doors? I made some doors into a garden that I only want to be able to be opened from the inside (without a key), and only be frobable from the inside. Is there a property that I can give to a (no drow) brush that blocks frobability? Or something else that solves this?
  20. VanishedOne. Yes, that's probably the most simple solution indeed, and I got it working! Thanx again.
  21. An other way to hide a security camera I got from VanishedOne just makes the camera invisible, so you can use it anywhere: If you save this to /skins/ as a text file with a .skin extension it should override TDM's built-ins for the security camera: skin security_camera_on { * textures/common/nodrawsolid } skin security_camera_on_spotlight_off { * textures/common/nodrawsolid }
  22. I'm playing around with func_activators and found that they can have a spawnarg "set": "Spawnargs of the format 'set XYZ on ABC' are used to pass along and set spawnargs on entities that are spawned during runtime and then attached via 'def_attach' to the base entity. XYZ stands for the name of the spawnarg, and ABC the name of the attachement or the attachement position. For instance, 'set _color on candle' '0.5 0.5 1' would try to find an entity attached at the point candle and set the spawnarg '_color' on it. This is mainly useful for the pre-made combo entities like moveable and static light sources, so the mapper can influence their appearance." Is it possible to change the "translate" of a moving_door_sliding with it, and if .. how? What I would like to achive is to have a moving door (it has a func_emitter and a light bound to it and apears as a a fireball that shoots at the player) that can go (translate) to other end points when, depending on where the player is. Or is there a better solution to that? So far there are only 2 points it should shoot at, that are at the same x and z axis.
  23. Dragofer Springheal It souds like worth trying : D If/when I get my end level ready, I'll get back on this ..
  24. VanishedOne, thank you very much, I got it now. Also how to change the skin on the func_beam.
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