Jump to content
The Dark Mod Forums

STRUNK

Member
  • Posts

    479
  • Joined

  • Last visited

  • Days Won

    14

Everything posted by STRUNK

  1. VanishedOne Great, I think I get the practical part, gonna try later
  2. This actually might be interesting if it's possible to to put some smaller builds into one map .. but I dont know if it is, for every map will have objects with the same names .. What I'm making now is central courdyard with 5 doors. 1 leads to the end level that I'm building now myself, but behind the others will be teleporters to 4 different (themed) places .. that I know I won't finish all myself. Is it possible to make a whole map a prefab, so it can be put in an other map, or is there an other/better way, or is it impossible?
  3. VanishedOne I'm so noob that I only know how to ad a spawnarg in the Entity Inspector .. so I don't even know how/where to: "try overriding the security_camera_on and security_camera_on_spotlight_off skins." "See whether this prefab works:" : ) If you could introduce me to that, or a page that explains it for dummies, it would be very welcome. stumpy, ok .. and how do I do that? Just make a folder and call it skins, and then put a textfile and paste the code you provide in it, save MySkins and change the extention to.skin? And then .. can I change the skins in the Entity Inspector, or must it be done with making changes to that MySkins.skin file? If I shange the "skin" of the func_securitycamera to "-", it is totally black .. and if I change the "model" to "-" I get a warning: "cannot load collision model" .. So that does't really work. Anyway, thanks for your reply guys!
  4. VanishedOne I see a choose skin button, but changing a skin there doesn't work. Tried putting texture names as skin, but didnt work also .. If you have a way to give the camera a invisable skin, please share : )
  5. Fieldmedic is changing the camera view also triggering the speaker perhaps (to off)? I don't know if you trigger the audio and the camera from the same triggers .. but makining a seperate trigger path for each seems to be a necessity.
  6. What about func _beam: https://streamable.com/xieqd Is it only this ugly black "beam" between 2 of these func_beam blocks? Or is there more to it? Changing the skin has no effect it seems ... I was looking at an old engine and figuerd if these beams could look as rods it would solve some of the challenges of building somehing somewhat like it .. https://youtu.be/_g796jbed20?t=446
  7. How to use a hidden securitycamera to trigger a something like a trap or an alarm: The funk_securitycamera can trigger anything triggerable just using clrl + k (first select the camera, then what is has to trigger and then press ctrl + k), and it can look through a patch ^^ .. so can be hidden. I made a little setup with the funk_securitycamera and a statue that guards the place: https://streamable.com/aqht0 - soundlevel is low - the thing covering the camera is a simple patch. https://ufile.io/750gxqeb - .map file. So the eyes I made there are really ugly but there is a purpouse to have eyes that are clearly visible and light up: the player is warned that something is watching.
  8. I made a little setup with the funk_securitycamera: https://streamable.com/aqht0 - soundlevel is low - the thing covering the camera is a simple patch. https://ufile.io/750gxqeb - .map file.
  9. "cameraTarget" doesn't seem to work, but I figured out a camera can look through the backside/non textured side of a patch, and can be simply hidden in a wall/ceiling/floor or wherever there is enough room to make it fit inside. This way it's fairly easy to make a security statue or painting : )
  10. Destined, I have the camera working as a trigger just by selecting it, then selecting the trigger I wanted it to trigger and pressing ctrl + k. My only problem is that it shouldn't be visible, but there is something on the wiki page I'm gonna try: "For a camera that's replacing its own view with that of another entity (i.e. a target_null), set the following: "cameraTarget" - The name of the entity supplying the view."http://wiki.thedarkmod.com/index.php?title=Security_Camera
  11. Destined, you're right, and I have been thingking about it .. but don't need it in this case. After passing this door it won't open again, for the player has entered the end level. Maybe if there will be, at the very end a way to go back, and then I could simply use a trigger once at a strategic place, where the player can not avoid it. The wiki is very interesting though. I'm just starting to get some things done .. but there is so much more to learn. I don't know if working with a lot of triggers is hard on the cpu, but is a very simple and logical way to make things happen, like giant statues firing fireballs : P I'm fiddling with a security camera now as a trigger for that, but I only need a trigger that triggers on playercontact, above a given visability/lightgem value. Is there such a thing?
  12. I got triggerhappy and found a solution for the lavasmoke comming through a wall. -Make the lava into a func_static and in the Entity Inspector add Hide with a value of 1 (now the lava is hidden and no smoke comes through the wall, also you can trigger it to unhide). -The door that leads to the room with the lava is used to trigger the lava to unhide by targeting it via a trigger_once, otherwise , if the player closes and opens the door again, the lava would hide again etc. I was playing with triggers yesterday to make some light fx and I found them to be a very simple way to let very awsome things happen, all thanx to Springheels videotutorials on building traps, where I got the basic understanding of working with triggers from: https://www.youtube.com/user/Springheel01/videos
  13. Is there a way to prevent particles from going through a wall?
  14. Springheel I only found tdm_dustfog2 to be hovering above the ground .. but it looks good HMart A light with fog material .. it sound nice, but where do I find that, or how to make it? I'm building my first little map and there is still so much to learn : )
  15. Springheel Ok .. that should be an easier approach. I've been looking into your tutorials some more today (they are great!), and got some sounds and particle fx in my little map. Only still looking how to create some low hanging mist
  16. Ok ,, what I did diferently with placing the fence, was rotating the fence itself. All things I placed or cut before, I was rotating the map. So I tried placing it while rotating the map now, keeping the fence brushes straight .. and it works. https://ufile.io/5l3kcms1
  17. LDAsh "or if it does run cause other glitchy issues." I had parts of faces dissapear and seems emerging. If finally something looked good, somewhere else there suddenly were other gliches. Now that I made the map again, not using the substract tool, but the clipper tool instead, rotating the hole map 72 degrees every time to make straight cuts, I didn't have problems, until I was placing the fencing and rotated the fence rather then the whole map ... so that would explain a lot. "press V then I, then press CTRL+G" Does that also work for the smalest gridsize?
  18. The result till now, inspired by mh444 not to make dull rectangular rooms : ) ( ) https://ufile.io/yzd062c0 I'll probably run into a lot more "problems" for I'm a noob : ) Thanx for all your comments and solutions!
  19. NP Jack. Springheel. It worked! I have a simpje fence, wall, that I wanted to place in all 5 corners of the pentagram, but in one corner it just didn't work, and leeked. Now I have firts put the wall/fence there, in that angle, tested it and it leaked. Then selected all brushes and exported it as a model, and replaced it with that and voila .. no leaks.
  20. Springheel. Ok, that could just be the trick.Thanx, I'm gonna try it.
  21. Well I did Jack .. and VanishOne .. 17 was was the same map as 16 with only one group, a little wall, moved a tiny bit : s Every thing I did caused gliches on other things at some point. It seemed almost hopless : D But: Today I started all over again and kept to grid allignment as much as possible .. and so far it worked. : ) https://streamable.com/dfdp5
  22. Hi there builders I'm new on the forum and have a very fundamental question. What are the key rules to avoid glitches and maps that won't load .. exept from the voidleaks? I'm trying to build a pentagonal courtyard but it just does't seem to work. Here a short video of what I'm doing ... because I'm doing things wrong and you masterbuilders might be able to tell me what it is: https://streamable.com/pa3z2 5 days ago I started with DarkRadiant, last 3 days I have been wondering: Why cant I make what I want without glitching? I figure it might have to do with angles and/or allignment/snapping to a certain grid size .. Is there a limit to that? And if so, where is it?
×
×
  • Create New...