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AluminumHaste

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Posts posted by AluminumHaste

  1. AluminumHaste: neat! It looks very hardware-intensive, though; there is no way you could visportal that thing any way.

     

    Nope, just make sure all really complicated geometry is inside visportaled areas, like in the building. The outside buildings are very bear to keep the performance as high as possible. Also changing all the cave geometry to func_statics also greatly improved performance.

  2. alright, tried it. the pool light still illuminates the entire surface of the 4 walls for me when walking in circles around it. if you crouch down at the bottom of the pool it (almost) displays properly.

     

    Also you did change 1 thing that influenced the bug. You moved the top face of the ambient pool light up 4 units on the z axis, so theres only 4 units between the ground level and the the light. in my original there was an 8 unit difference.

     

    when i switched it back to 8 units from ground level, the original problem persisted again in almost identical fashion. I assume the original problem only changed a little bit either due to the fact that the other ambient light that covered the whole map was changed and is no longer ambient_world, or because it was moved to a different spot on the map. but its still virtually the same bug.

     

    So, the problem still persists. Not really sure whats going on with this thing, but maybe if i just ignore it or change it around, or maybe just never use more than 1 ambient light on a map ever again, it wont bother me so much.

     

    More than likely =D

    I'd move on, worry about this later. I've had issues like this but mine were caused by the portal sky and visportals.

  3. point noted about DR.

     

    wait... multiple ambient world lights??? i'm following instructions on the beginner guide here. i have one light called ambient_world that encompasses the whole mission area, and one tiny ambient light called ambient_pool that sits inside of a pool. the radii do not intersect each other in any way. anyways, here's a screenshot from in-game, keep in mind, its not accurate.

    th_shot00002.jpg

    and heres a SS of the layout in DR.

    th_DRshot.jpg

    notice that the pool light is not supposed to extend all the way up to the edge of the walls. In-game, the light will actually creep up the side at weird angles and things, the but the screenshots will not show it. only shows the entire surface of the walls illuminated. so..... now what?

     

    edit: you might note i did change the class name on pool_light atdm:ambient_world, and maybe changed other things too. just did that like an hour ago, fooling around to try get things working. even with everything on straight defaults, (except the texture) it still produces the problem

     

    Please zip up your .map file and .darkradiant file and attach it to your next post, so we can try and replicate your errors on our systems. This is definitely weird.

  4. basically the camera stays in the center in all open viewports when the camera gets moved around, as long as there's an option to turn it off this is something I'lled like to see, as when you have lots of entities in a line its hard to see the camera icon, so when zooming in or out currently the viewports dont track with the camera. Filtering entities out doesn't work when you are placing entities on entites, like coffee table some chairs and stuff to go on table. I also noticed that while there's a complete tea/coffee set in the objects, there arn't any coffee/tea cups to drink it out of, I had to use the chinese method of drinking it out of a pewter bowl. The pot mugs just dont track with a silver tea set.

     

    Perhaps try moving the camera by middle-mouse clicking on the ortho viewports?

  5. In any 2d view, is there a way to zoom in, via the mousewheel, to where the cursor is located (like it does in AutoCAD)? I find that very convenient.

    And also, can we set up dark radiant so that all the views are synchronized?

     

    thanks.

     

    I've already requested that feature a while ago I think.

    And what do you mean by synchronized? In what way?

  6. will do, when I saw all the code I got the wrong idea etc..:blush:

     

    Well once you look at the map file (a small one room map file is best to learn), you will see how it works pretty quick. It looks complicated, but it's as simple as; copy/paste, delete, delete, save and done. Really it's that simple. It's just that the first time takes a little getting used to.

  7. errrrr, it was a total accident i found that, ya know. i was scurred of the murderer finding me, so i was just going through the warehouse in permanent creep mode, meaning i was already really low to the floor. then i was checking her body for loot, and the appendage i grabbed to drag just happened to be her leg, which lifted up. See? I'm not a perv. i was scanning a dangerous environment for riches and plunder. totally innocent. :P

     

    OMG THERE'S NO LOOT IN THERE!!!!! Oh wait, that's where she hid her lucky candlestick...:P (Thief 1 Hand of Glory joke)

  8. Come on man, I just happened to notice people being baffled as to why TDM couldn't make top 5 on modDB, and when the best solution was zombie levels (lol), i figured i'd put in my 2 cents. As for that solution being feasible any time soon? don't know, don't care. But I totally plan to help. Here to stay.

    ./grab_shovel

     

    OMG that was a joke! Come on, are you serious? Zombies? It just seems to us that the top 5 winners almost always have some stupid fucking Zombies in them, so as a JOKE I wrote that we should have gotten some mention because we do have zombies now. I wasn't serious, nor was anyone else.

    As for a campaign; HA! I'd rather work continued on the Dark Mod and DR than to drag everyone down creating a 13 mission campaign. But hey, thanks for taking the time to learn DR, we need all the interest we can get <3

  9. Yes, good idea. Going also on what you said it might be a good idea to tell them how to find a particular patch in their own map. For example, click on a patch in the editor you want to split. In entity inspector it just says worldspawn. But click on menu > map > find brush and it shows the number under 'brush'. Copy that, say 10038, and search in a text editor for // primitive 10038. Then the definition goes from that up to the next // primitive.

     

    Okay done, check it out here: http://wiki.thedarkmod.com/index.php?title=Patch_Splitting_-_Basic_Tutorial

  10. Yes, good idea. Going also on what you said it might be a good idea to tell them how to find a particular patch in their own map. For example, click on a patch in the editor you want to split. In entity inspector it just says worldspawn. But click on menu > map > find brush and it shows the number under 'brush'. Copy that, say 10038, and search in a text editor for // primitive 10038. Then the definition goes from that up to the next // primitive.

     

    Actually I was going to request of Greebo to add the entity number in the Entity Inspector right under "Classname". I guess I'll add that to the tracker right now. Okay it's a feature request on the tracker now.

  11. In the guide to avoid confusion and clutter I would get rid of the room and anything else completely and only list the patch def. I would also remove the copy from quake thing completely and just add a reference link at the end of the article "see also..." or similar. So I'd show it something like this for clarity. Remember many mappers have no knowledge whatsoever about data structure so I would have a pre-summary something like:

     

    A patch definition (see below) has the rows and columns in brackets eg, (5 5 0 0 0) then rows of point coordinates, one on each line. We shall be simply making a complete copy and paste of the patch, deleting the last two lines in the first one and the first two lines in the last line, then changing the number of rows in the (5 5 0 0 0).

     

     

     

    Alright I guess, I just thought that since the mappers are going to be editing the data structure, that they should have some understanding of it. After all, after the tutorial, mappers might want to do this in their huge maps, and might have a bit more trouble navigating the map file.

     

    But your changes make sense, I'll update it again.

     

     

    EDIT: Okay uploaded new version. It might be faster if we just threw it up on the wiki and edited it there as everyone has write access.

  12. I've not forgotten this but not had time yet. :)

     

    Yeah no problem, thanks for your help. I was thinking about this last night; the only reason that the in game patches vertex points match up with their representation in the map file, is because the patch hasn't been rotated yet. If you, for example, rotate 90 degrees to the right, splitting the patch vertically, will split it horizontally in game, and so on and so forth.

    What I was thinking was that we have a GUI in DR that will re-orient the patch so that it's vertexes match up with the map files' matrix, then we can pick a vertical or horizontal split, and DR does the cutting and pasting for us.

    I know Greebo is very busy but this could be useful.

     

    EDIT: Also, once you've split a patch down to the minimum 3x3, you can still split it even more. You just have to go to Patch->Insert->Insert 2 Columns(or Rows) at the Beginning (or End), and this will give you a 5x3, or 3x5, or 5x5 or whatever you want to increase it too, then you can split it again.

  13. Yes that worked. What's patchdef3? Different format?

     

    Slightly, it's similar but when I tried the method outlined in the guide, it split the patch horizontally

     

     

     

    * a patchparams3 is

    Code:( #cols #rows #horiz-subdivisions #vert-subdivisions junk junk junk )

    where "junk" is an integer that is ignored.

     

    So I'm not sure why, maybe the columns and rows are opposite from the patchDef2

  14. Post it! Everyone wants to know how to split patches.

     

    Yeah okay, but it will take a little while to throw a guide together. I'm not 100% sure I understand what I did, but I'll try my best.

     

    EDIT: BTW, this is done using a text editor to manually edit the .map file. This isn't in the editor........yet

    EDIT 2: Also I just realized that there are limitations. You can't split a 3x3 patch mesh, as 3x3 is the minimum size for a patch. But you can split a 5x5 into two 3x3s, and a 5x3 into two 3x3's etc.

  15. And I don't use caulk.

     

    You should, anything that the player won't see, should be caulked. Imagine the backs of buildings that players will never see, they should have caulk applied to their faces. I mean any surface that sees the void is optimized out by the compiler, but anything within the map will be processed during game play (except in some circumstances)

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