Bikerdude
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Posts posted by Bikerdude
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Going back to my question in the OP, now thinking about it I don't think a security camera is needed. But the patch showing the fake view is an entity, I just can't remember which one. I mahevto do some forum digging.
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Now that we have a better working version of ENV snapshot, whats the best way to take an ENV shot from inside and outside the windows so we can have fake inside/outside views using the display part security camera entity..?
Im looking to create a better version of what Kingsal created in his first mission.
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Thank you for the kind words, and currently Baal and I are doing a bugfix/update run on this mission. Its mostly to bring it upto date with the latest mapping techniques, make a few additions and to fix any remaining bugs as we go.
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Downloading..
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looks very nice but the image is very small
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A really solid mission all around. Has aged incredibly well with the soft shadow update.
Your very welcome fella.
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The other work around for this os to make step tops FS,
So in this instance I would use the third method show in Rich's image above, where the small step-caps and triangular parts are made FS. Then because Ai and the player tend to trip over the little bits of the cap that jut out, you make the whole FS non-solid and then place simple nodrawsolid brushes of the matching material, (stone, wood, etc) where the triangular parts of the steps are.
I can make a little video for you if you like.
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Fallout: New California full mod now available
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What does your monsterclip look like?
it was clean, from floor to ceiling in the location of the table.
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@Skaruts, rather than creating multiple threads it maybe worth starting your own thread like 'Skaruts mapping questions' etc..
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Stealing stuff in a steam punk setting in one thing, but stealing stuff in a contemporary urban setting is way to close to the bone.
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Ooh very nice, that shot has a very Curse of Alberic about it
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I was mildly considering this game untill I heard the Dev was Rockstar, and my decision was cememented when I heard the CEO bragging about running his devs at 100hr weeks - like thats something you brag about - in a phrase " what a complete c**t "
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If you open up 'The Elixir' you will find a heavily cleaned-up & upgraded version of the stock prefab, with everything setup that a mapper might need.
I also deliberatly left all my prefabs in the mission archive, for other mappers to use.
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Are there plans by the team to fix this or do I need to log a tracker?
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Ok what the hell is causing this path-finding issue, the spot in question has the number 1347 (see attached), ive turned off all filtering and -
So I saved the map with a different name and then went to town removing entities spiraling outward from around the spot, and unbeleiveably it was a small nodrawsolid brush around a small resized table way over by the window that was causing the issue above AAS... er.... WTF...
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- Please see if the instructions make sense; I'll make necessary changes.
- If you want to provide a prefab for a chiming mantle clock, find some nice "small clock" chime sounds and I'll set them up to be used with the prefab mantle clock.
- Thanks will have a look tomorrow evening after work.
- Yes please and here you go - http://forums.thedarkmod.com/topic/19668-model-requests/?do=findComment&comment=429035
Have a look at my prefab/model - I cant figure how to get the hands to rotate clockwise, they are just a patch with the hand texture. I tried rotating the patches but then the handers werent visable, so how exactly where the other clock models made.
Also prefabs/furniture/misc/grandfather_clock.pfb isnt present in 2.06, can you provide a link untill 2.07 is out.
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Thanks for that chap!
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Ok what the hell is causing this path-finding issue, the spot in question has the number 1347 (see attached), ive turned off all filtering and -
- there is no entity in that location ,
- No MC or nodraw_solid brush
Or anything else in that location or below it that would account for this that I can see in DR. I tried g_showentityinfo 1 in-game but that didn't help either.
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Maybe the problem is that it's the atdm:lamp_wall_gasflame03_lit entity (which is an idStaticEntity) that has an s_shader set, not the light_gasflame attachment (which is the actual light entity)?
Some of the electric lights have the shader applied that way and they stop making sounds when turned off, so its must be an issue with the entity definition for the gas light.
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This involves a script and some speakers, so I'll write a Wiki page on how to do it.
Thank you, very much appreciated.
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- Our clocks use two materials on the clockface with parm spawnargs
- If you want your new clock to sound some "small clock" chimes at certain times, we can set that up.
- I had the decals inside my clock, I just had torotate than as the hands were going backward through time..
- Oooh, yes please.
I have attached the model & sounds for anyone that wants to use it -
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Faux inside/outside window views?
in TDM Editors Guild
Posted · Edited by Bikerdude
And from memory, an ENV shot creates a cube map. I just need to figure how to display that on a patch.