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Posts posted by AluminumHaste
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Yes, that's what I'm doing. He told me to reduce the subdivisions so it looks more in line with everything else or something.
Ah I see what he's saying, I don't think it looks super smooth, I was actually going to suggest adding more subdivisions lol.
What is your subdivisions at anyways?
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I already use fixed tessellation. What do you mean by more TDM-like? Jagged edges aren't exactly my idea of an artistic direction. I want my maps to look better than TDM is "supposed to".
He means to select the patch, press Shift+S, at the bottom of the patch inspector, click the checkbox, and change the number of subdivisions until it looks better.
I just reread your post and it sounds like you are doing that already lol.
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There are 3 in that shot - 2 floodlights and the moon (also, the lighthouse has one, but it doesn't ever intersect with the floodlights - I think.
I'm going to make the statue not cast shadows, as well.
I don't know that might look a little weird. I also find that lights in Doom 3 that don't cast shadows really stick out like sore thumbs for me.
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The fountain is just patches and a cylinder. The FPS does need a ton of work though.
Yeah that fountain is very nice, but you have too many shadow casting lights in there, I can't even count how many there are. Try reducing some.
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The wiki has this warning for dragging and moving vertices:
It looks like the vertices are snapping to the grid in ways you don't want. So maybe change the size of your grid and try again, and be sure you're not inadvertently dragging in the z-direction; e.g., use the top-down window and check the side-windows. (Does the clipper tool work on patches? I haven't tried it, but if it does, clipping from one corner vertice to the other will work too.)
No clipper does not work on patches, only brushes.
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Well, that architect responsible for the layout of those deadly stairs on picture 4 sure is going to get sued eventually, because somebody broke his ankle. But in all seriousness, this seems rather unrealistic to me. Nobody would build stairs that are doomed to hurt people.
Just needs a fence on the last step before the huge drop, and it would look alright.
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Where are the settings saved for each viewport? It's not in the user.xml file. Is it in the registry?
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We have learned that it's beneficial to convert complex multibrush-constructions like stairs, into func_static. But as AI pathfinding doesn't work on these we make a ramp with Monster clip...the problem I found is that this clip produces wrong footstepsound from AI...It's like the stonesound on my metal stairs :/
What you do is make the ramp just below the steps. While the AI can't pathfind on entites, they will however "see" the ramp and attempt to walk up it, but will walk on the steps instead, producing the correct noises.
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Or encourage mappers to think of Blender as another tool they can go to to re-size models without batting an eye.
Yes that's true, but blender isn't the only one, lightwave also works doesn't it? And maybe 3DStudioMax?
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Okay I took a look at your map, the disappearing models is because you used the resize hack. Also I see lots of compile errors like you were seeing on the wall and that's because almost none of your brushes are snapped to grid. The entire main room with the nice ceiling has practically nothing snapped to grid, it's not even snapped to 1 or 0.125, it's just slightly off. It would be too much work for me to redo your entire map, but hey it's a learning exercise right?
What's in the map though is nice, it's a great start don't give up.
What we need to do is resize most models into 3 or 4 versions each, because the resize hack with rotation key is too buggy.
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Using windows 7; 'rename' will only let you rename the name only, not the extension it seems
I hate that feature, it's been the default since what XP SP2 to hide file extensions for known file types? Why would you ever want that?
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Wonderfull, here it comes!
The two buggy models:
1) The man_sky_window in the mainhall. Sometimes, at the edge of your vision, it dissapears completely.
2) The st.lucia statue in the mainhaill. It also dissappears at the edge of your vision, and walking into it kills you and propels you through the air!
Something must've gone wrong with 'rotation' property, which I used to scale up both models.
EDIT: Hmm how do I make the .rar into .txt extension?
Right click the file, go "rename" delete the .rar on the end and change it to .txt
and then try attaching the file to your post
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Yeah that's looking very nice, could you zip up your map folder, change it's extension to .txt and post it in this thread and I can take a look at it tonight if you want, see if I get the same issues.
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Hello,
I was building the mainhall and encountered another problem. Look at these two screenshots...
http://img717.images.../shot00019m.jpg
http://img526.images.../shot00020z.jpg
It looks like it stops rendering the model at a specified angle (which varies depending on where you stand... sometimes you wont notice it, but like here, you DO).
Is there are work-around for this?
Did you put a visportal across the ceiling? Is there a skybox behind that ceiling?
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Clearly, jumping is unrealistic. I've never seen it happen, nor have I myself ever jumped in real life.
In all seriousness though, I don't see anything remotely marioesque about the small area the player has to jump in this mission...and as Komag said, there is a ledge...it's not hop scotch by any stretch of the imagination.
Well you can't please everyone, it was an incredible map and I personally enjoyed the jumping even though I fell into the pit about 8 times lol.
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Alright, I'll try that!
Another question... wth is wrong with this texture?
http://img293.images...3/1329/wtha.jpg
On the left, a pitch-black corrupt texture appears.. it has a very irregular form (it dosn't match the brush shape at all). I've had this before as well. What is causing this, and how can I fix it?
As Serpentine said, that is usually from map optimizations, recreating the wall might work.
Also I noticed that you are using my transparent Lion stained glass window, you cannot use that on a window that faces the void as it will cause leaks, it's not a solid texture like a brick texture. If you have another sealed room on the other side of that window it will work just fine though.
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Mhm, mhm...Is it beneficial to, let's say, make a whole staircase into a func_static? The steps as well as the railings are brushes...
Yes for sure, that is a great example actually. Only problem; AI cannot pathfind on func_statics. You'd have to make a ramp brush out of monster_clip texture that follows the stairs, then the AI can pathfind on it.
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You mean this is the same as this issue here? http://bugs.angua.at/view.php?id=2248
Yes that's the one, I just got this error so I wasn't checking, and I couldn't find any mention of it here on the boards, I'm sorry.
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Here's some screenshots of the issue I'm having:
First time opening Radiant:
After adjusting the ortho views back to the way they were:
After saving my map, closing DR, and then opening it again:
No errors show up in the Console either about this. I've attached my console log file just to be sure.
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I am working with grid 8 usually but when it comes to details it must be lower.
I was using rotated brushes that cannot snap to any grid since they're angled and from here the imperfect alignment of the bush edges.
Is it possible that I can seal the holes with nodraw textured brushes and maybe Z-fighting with other solid brushes (to make things easier)?
Small rotated brushes like banisters and chair legs, and anything small like that should be grouped together and made into a func_static, these should not remain as brushes. Too small, and cause endless headaches for the compiler. Just keep in mind that if you make a group of brushes into a func_static then they are treated as a single entity, so a visportal should not intersect it, or the portal won't close properly, or the entity will not be removed during the render phase in game.
For me, anything that I can't snap to grid becomes a func_static entity, decreases dmap times a lot. My Cathedral map went from 8 minutes down to 59 seconds after converting most things to func_statics.
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Got a new issue, after building the latest source checkout, and setting DR to use split view, the ortho views are all X/Y. If I change it to the way it was, upon restart the views are all back to the way they were before, IE DR isn't saving my settings in this regard.
Anyone else having this issue or should I recheck and rebuild again?
I'm running in Admin mode, on Windows 7 Ultimate 64 bit, 32 bit DarkRadiant
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Has anyone tried dropping the note, and trying to flip it over with the grab key? When I was making a door note for my FM, I accidentally put the note on the wrong way. Grabbing it gave me a blank page to read. Dropping it, turning it over and grabbing it again gave me the writing.
Really? That's........strange behavior.
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Just finished playing the missions, wow fantastic!!!
I also got the blank note. Another little thing, in the third mission, the note on Lord Archibald's door rotates with the door entity. Not a big deal. Also in that same room, the desk with all the doors that can open, the center door gets stuck on the candlestick if you don't remove it first.
10/10 great work. <3<3<3
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Wow, those really remind me of the Lost City in Thief 1, fantastic textures and I love the atmosphere.
The only thing I can say is that perhaps the normal maps could use some work, just to bring out a bit more detail, but other than that <3
So, what are you working on right now?
in TDM Editors Guild
Posted
I have to agree with this though, happening upon some geometry in game that is significantly smoother than the rest makes it really stand out. Having said that, I would still prefer higher fidelity to congruency.