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angua

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Posts posted by angua

  1. I can see this on the dandelions, although it's subtle. Seems to be a similar problem to the one we had for the weapon metal shaders with twosided + forceshadows. Maybe it depends on the graphics cards whether this can be seen or not?

     

    Very nice model though. :)

  2. I had another problem with AAS once, doom sometimes crashed during the AAS part of compiling the bonehoard without giving an error message. It turned out that the stones in the shallow pool in the entrance hall of the bonehoard were the cause. I had cut out some complex shapes, and it seems they were too complex for pathfinding. I converted the stones to func_static and added some monster_clip brushes (some blocks roughly the same shape will do, normally) and the problem was gone.

  3. Ok, sorry. I started this thread with the intention to initialize a spot for q&a about DR editing and DR related stuff though. ;) Gonna try xNormal now, but what do you mean by "angua"? Is that another normalbakery? :)

    That's me. I'm not a normal bakery, but I am good at normal mapping. :laugh:

     

    So many male jokes in this thread. :rolleyes: I feel sorry for Angua sometimes...

    Heh, no problem :P

     

    I'm using xNormal version 3.9.4, I remember having problems with newer versions. You should really be able to use ase files.

    Make sure your low poly model has a uv layout that doesn't overlap (the one you're using looks good), your high poly model doesn't need one. If a part of your normal map simply isn't rendered, try increasing the trace length. I've often had parts of the model where the blue was too low (maybe the trace went into the wrong direction). In those cases you have to invert or simply increase the blue.

     

    On a sidenote: That ornamental texture below the window is nice, is that yours?

  4. Strange, you shouldn't get the twitching anymore. Are you synced with SVN? The changes for this are in scripts/ai_darkmod_base.script, around line 700. There should be a disableAnimchannel function in Legs_Death and Torso_Death.

     

    The problem with the rat not running away was also caused by a bug in the flee task, which is fixed now on my end. (Your rat has already helped my squashing two bugs in the ai code, I really like him :) ) I've also added a run anim in the rat def (which is also the scamper anim) so that he can at least hop away.

  5. Hmmm, I'm really liking this guy, but he still behaves weird for me. He still loops his standing on hind legs animation over and over. After I alert him, he'll spin to face me, but still plays that animation.

    This is because there is no run animation yet, so the poor rat is stuck on idle and can't switch.

     

    One time, when I was shooting fire arrows, I did notice him walk forward a bit, and then he stopped and seemed to be playing some other kind of animation, though he was clipping the ground and might have been stuck.

     

    One cool thing, I was able to pick him up while still alive. He dangled in front of me twitching like I had picked him up by the tail. It was hilarious, and at the same time relatively believable (couldn't throw him though, he just dropped when I tried).

    Sorry that I have to say this, but the rat was already dead. What you could see was the "dead AI twitching" bug (which is already fixed). He clipped into the ground for me too, but I don't know why this can happen.

  6. @angua, what did you change to make him run? I looked but couldn't really tell in the def, also in game he walked (towards player), now he just does the idle on hind legs. I do want him to run but I think that still needs work (at least walk away until I get a scamper anim).

    The ai script switches between idle, walk and run based on what the ai should do, but since there is no run animation, the rat is stuck on idle. So what is needed is a run animation in addition to the walk animation. (although we could use the walk both for walk and run until the new anim is in place.)

  7. Texture is missing, so he's black, but I really like the model. I think I will call him blacky. :)

    I've changed the def so that he rather runs away instead of going into combat state.

     

    Edit: oh, and that idle anim with him going on his hind legs is really sweet! :D

  8. I found boards/scratched_dull, it's in the thief's den pk4. No wonder you couldn't find it on SVN.

    It would probably be better if the textures that come in a pk4 with a certain map would be named differently, maybe with the map name in the path, so they can be distinguished more easily. (Although the texture is quite good, so we could throw it on SVN anyway) :)

  9. 1:The large red blob on the left is the ruby.. no wait, that is the large diamond. I thought that's what I made. I have NO idea why it is red.

    Also weird, didn't capture it in screeny, when I look at it with sky behind it it gets cut out where sky is. Obviously something is wrong with that shader.

    So scratch that....

    That's the one I made some time ago. It's red since I wanted as some kind of special loot in the bonehoard that emits light by itself. The color is done with an RGB keyword, so it can easily be changed. Don't know what's wrong with the shader though.

     

    I really like your other gems, those textures are very cool! B)

  10. Did you try the right mouse button? Personally I find it really annoying that I have to toggle the movement by using the right mouse button to enable/disable it. I tend to forget it, and then I move the camera widly around because of it. I would prefer it if the movement is active as long as the button is pressed.

    This is already implemented, you can change the behaviour in Preferences->Camera. :)

  11. In Windows, you could possibly send a keystroke event to the D3 window. But I'm not sure whether this can be done in Linux or not; and besides, different people will have different keys mapped to the console. e.g. For me it's Ctrl-Alt-~ (or just ~ with developer mode on), and you said that it's Ctrl-^ for you. Probably due to a difference in keyboard layouts. There might be a way of figuring out what the correct keystroke is, but I'm not sure how. It doesn't seem to be listed in DoomConfig.cfg for example. Maybe it's hard-coded depending on the keyboard layout.

    I think it is hardcoded to the key in the upper left (next to the 1 and above tab), which is ~ for english/american keyboards, but for us it is ^. This is not so much fun, because this key waits for another one pressed after it, so after getting the console down we always had to press a key and hit enter before we could start using it. :rolleyes: Pressing Ctrl + ^ solves that problem.

  12. I just played around with it and ran into the same problems. In the player view code, a function named CheckAreaForPortalSky is called, which is located in the closed source area. Most probably they have the texture name hardcoded there, so we are stuck with the current name I suppose (unless we add a dirty hack... ;) )

  13. A problem might be the side angles of the grating and the stairs. Are the sides of the stairs purely vertical or some steep angle? I think (not sure though) the player can only get up slopes of up to 45° now, regardless of the height of the obstacles. You could try covering them with a rectangular collision brush to test it for now, but in the long term it would of course be much better if this was going to be fixed. :)

    The height of the stairs do not seem too much for me, I think the maximum height the player can step up is 16.

  14. Yeah, but I don't want to spent all day doing patches, and then others having to do them over and over again for every other map :-)

    Models are fixed in size and won't fit everywhere, while you can copy a patch over from another map (in case you didn't know this already, you can copy stuff from one map to another) and resize and reshape it as much as you want, so I think patches are a lot more flexible. :)

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