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AluminumHaste

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Posts posted by AluminumHaste

  1. Working on my first map.

     

    Maybe this is discussed somewhere, but after searching the Forums, I found nothing.

     

    My map builds fine (no leaks), but there's one wall brush that has a black "window" into the void. I can see through it, and see the interiors of other rooms w/in the view. The window is NOT the entire brush, just a section of it.

     

    I've tried removing a nearby visportal. I've tried removing a nearby torch. I've tried replacing the "bad" brush and even changing the geometry a bit.

     

    But the window remains. Has anyone encountered this? If so, how do I fix it short of redesigning the entire neighborhood?

     

    I've attached two screenshots. The first shows the window in the wall. The second shows what I can see through the window.

     

    post-3633-126619672815_thumb.jpg

    post-3633-126619674198_thumb.jpg

     

    Thanks!

     

     

    Looks like the Caulk texture has been applied. This won't cause leaks but you will see into the "void", the player should never see Caulk.

  2. The tutorial is up on the wiki, click here for the link.

     

    This image shows what can happen if you follow the tutorial.

    I was kinda stuck when editing my current FM, because I had created the cave over a year ago, and didn't have the heightmap anymore to recreate the patches in smaller pieces. So I started poking around the map file and found a way to split up the patch.

     

    splitpatches.png

     

    Which is exactly what I wanted. The patch on the right was manually split into two patches, which I moved over to the left. If anyone would like to know how I did it just post so, as I said I'm not sure how useful this is or if this has already been discussed.

  3. No, I just run it. I'm compiling DarkRadiant on my own, of course, but that should be unrelated to any Aero issues. Maybe the drivers are different who knows.

     

    I just wanted to chime in to say that since a few months ago, DR 64 isn't having any issues with leaving Aero on for me either. I also compile from source, not sure if that means anything.

     

    I'm running 195.81 64 bit, With Nvidia GeForce 260M GT in SLi mode.

  4. My two cents on this matter: Maybe, if you're really really interested in better results over at moddb, it'd be a good idea to keep in mind that most players these days seem to be mindless FPS kids with the attention span or a fly. A not very bright fly.

     

    So I think that with next update, a video with zombies being shot should be posted. Like, the player grabs a bunch a fire arrows, jumps into a horde of zombies and starts shooting like crazy. Give this news update a smashy title, like "OMFG major zombie blast!!!" and see what results (as in comments) this will bring.

     

    If this don't get thr Dark Mod the popularity wanted by some folks here, you could try to mimick Modern Warfare: bunnyhop among stirred up guards, smashing/shooting them to pieces and using the occasional 'nade/flashbang on them. Possible title of this video: "ZOMG Ancient Warfare shooting!!!"

     

     

     

    Well really we were joking about the Zombies, as behavior like what you're describing will only succeed in alienating our followers, and attracting morons. Not something we really need.

  5. Who knows how they selected the 1151 people?

     

    The really sad fact is that even though those "participants" were probably cherry picked, less than half said that they trusted Fox News lol.

  6. You can't really do that with a visible texture - only will a dark smudge. The reason is that you have to blend it and then it does not respond to local light. With care you might adjust its brightness to match a situation but a nearby torch or player lantern won't light it so any variation like dousing a torch won't change it so it will look luminous. Believe me I've tried everything I can think of. The nearest you can get to it is with one of my crumb decals. If you lay down all grass then a strip of one of the crumb decals on top it might work.

     

    With Blender or some other modelling tool you would make a model path like the one in the trainer archery area and the texture can be blended on the model.

     

    Here's an old test I did with some grass crumb decal over stone but it was far from perfect and I never submitted it. The dirt crumb decals are in Release 1 though so worth a try.

     

    post-400-126418926671_thumb.jpg

     

    That looks pretty good, please submit :)

  7. Hi, hope this question hasn't been answered already somewhere else... I downloaded the mod and have run a few missions, everything seems ok there, however, when I run DarkRadiant the grid views begin by responding to my mouse sluggishly and then cease up completely. I downloaded the C++ thingy from the site and am running on the following:

    windows vista

    Dual Core T7500 2.2 GHz

    3 GB ram

    GeForce 8600M GT

     

    sometimes I get a couple of seconds of good movement, my cameraview is set to wireframe so I don't think it can be a graphical issue

     

    thanks for the help,

    Whisper

     

    Find darkradiant.exe. Right click it and go to properties. Go to the compatibility tab and disable desktop composition.

    Then run the program and see if that helps.

  8. Yeah, you can play games on Linux but it's not Linux fault if developers choose to only support direct x. If developers made their games to work with both open gl and direct x, like a lot of games back in the day, you could play whatever you wanted on Linux. The id games all work on it. Prey, Doom 3, Quake 4, Enemy Territory: Quake Wars.

     

    Wow that is a huge list.....:unsure:

    LOL I know, but even Carmack seems to be losing interest in the platform. Also driver support kinda sucks last I heard, but that's just hearsay, as it's been a while since I've tried.

  9. MSDNAA may look great from the point of view of students who want to use Microsoft software without having to pay for it, but it's secretly just a way to indoctrinate people so that they'll be less likely to choose Linux when they get jobs and start making purchasing decisions.

     

    So yes. I complain. :laugh:

     

    That's fine Linux sucks anyways. When it has support for DirectX (OpenGL isn't good enough) I might switch to it, right now it's only good for users interested in fidling with toys.Sorry Forgot to add IMHO

  10. OK, n00b question for you. Probably a really simple one at that. I'm looking to texture one side of a wall with one texture, and the other side with another. How on Earth can I do this? If I select the wall, the whole wall is selected. Is there a way to select just one side of a wall?

     

    Hold down CTRL and then Left Click to select only 1 or more faces, then texture those faces. I would really suggest you go through the A-Z tutorial this is all covered I believe.

  11. So, I decided to start messing around in DR, just using Thieves as a testbed for what it can do etc (since I have never really mapped like this)...

     

    Anyhoo - node link lines pic

     

    The 3/4 lines that link to the cursor all come from ai path corners, I am not too sure why they want to hug the crosshair, but wherever I am on the map they will surely follow. I made sure everything is linked correctly, as the problem exists even after reloading the map. The lines also show us going towards an asymptote on the orth view.

     

    Another minor issue is that the textures often become... distrorted

     

    I always get an error about a chest lid being outside of a valid AAS node, however it seems to be quite happy where it is. This does not stop the map loading.

     

    After making a number of new changes, I have to dmap the map, if I devmap a first time the map wont start, it will just return to main menu, a 2nd or 3rd try will almost instantly start the map. Not 100% sure on what its doing, not too much of a problem as it works first time if I had to start it normally.

     

    Other than that - excellent work on DR, greebo and co :3

     

    Don't use Devmap. Just map <mapname>, all cheats are enabled.

    For your texture issue you can use the Naturaly command in the texture tool. Also if you need better alignment you can use the Surface Inspector.

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