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AluminumHaste

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Everything posted by AluminumHaste

  1. Check the radiant log, it might write to it before crashing.
  2. What NH mentioned was correct, if you want to group things the only way of doing it is either moving them to their own layer (Ctrl+L to open layer manager) or converting your selection to a function_Static. To add to it's own layer, first select the stuff you want to be seperate. Then hit Ctrl+L and click the "New" button. Name the layer whatever you want. Now close the layer manager by clicking the red "x". Now right click on any orthoview (Top, Left, Right etc.) and in the drop down menu move your mouse over "Move to Layer" and in the menu that pops up next to that, you should have the Default layer and the one you just made. Now when you want to edit just the stairs, you can shut off the other layers and just work on the stairs or select all the stuff in that layer by doing what Komag suggested. The other way is to make it a func_static but be warned: AI do not see func_statics, they will not walk down stairs (AFAIK) if they are func_statics because they don't know that they are there.
  3. Nope lol, I was able to convert the terrain file to doom 3 format and it works. Although because scale is everything, in order to make the scale of the map believable I had to increase it's size to 12000 x 12000 x 4000 so it has not finished dmapping yet, but when it does you will get the first screenshots.
  4. Nevermind, I got it into DarkRadiant and it looks amazing!!! I can't wait to show you guys what it's going to look like when I get the heightmap tweaked. Very natural looking terrain (or as unnatural as you want and it took me 10 minutes to download all programs, create the heightmap, create the map file with gensurf, and convert it to doom3, and it only had one error upon opening and I forget what it was, but the terrain was there and it looked great. Will be back with updates.
  5. I don't get it the plugin that already exists outputs this: { // map file for Quake3 "classname" "worldspawn" // brush 0 { patchDef2 { organics/grass3 ( 3 3 0 0 0 ) ( ( ( -2000 -2000 0 0 0 ) ( -2000 -1750 -34 0 1 ) ( -2000 -1500 -20 0 2 ) ) ( ( -1750 -2000 24 1 0 ) ( -1750 -1750 245 1 1 ) ( -1750 -1500 110 1 2 ) ) ( ( -1500 -2000 -32 2 0 ) ( -1500 -1750 128 2 1 ) ( -1500 -1500 216 2 2 ) ) ) } } // brush 1 { patchDef2 { organics/grass3 ( 3 3 0 0 0 ) ( ( ( -2000 -1500 -20 0 0 ) ( -2000 -1250 72 0 1 ) ( -2000 -1000 -28 0 2 ) ) ( ( -1750 -1500 110 1 0 ) ( -1750 -1250 331 1 1 ) ( -1750 -1000 165 1 2 ) ) ( ( -1500 -1500 216 2 0 ) ( -1500 -1250 275 2 1 ) ( -1500 -1000 138 2 2 ) ) ) } } } Which is very close already to Doom 3's format. You guys are talking about re-inventing the wheel when over in the corner their's one that's already 98% done. I really am lost here, this plugin was designed from the ground up to work with Id's format and it has already been integrated into GTKRadiant which is a variant of what were using anyways.
  6. Yeah but gensurf creates patches in the editor which are then editable, you can modify the textures and control vertex points without changing a model.
  7. Have you ever used GenSurf Greebo? Check it out if you haven't yet: http://tarot.telefragged.com/gensurf/features/features.htm BTW: How do I add to the wishlist tracker again?
  8. I know that someone has already tried making a terrain generator, I just can't remember what the thread was called. I was playing around with Quake3Arena and decided to fire up GTKRadiant. I made some terrain out of patches based on a 256 grey scaled image and it looked really good and took all of 5 minutes to do. Now I wondered what would happen if I selected those patches and copied them to the clipboard, then tried pasting them into DarkRadiant. No good, didn't work nothing showed up, there were some token errors in the console window. So I saved the quake 3 map file and what it generated was very close to what doom 3's map format looks like. Is there a way to port GenSurf to work with Doom3's map format? I found the source code on ZeroWing's server and it's GPLed so no limitations there for us. I know you guys are going to smack me around for even suggesting more additions to the feature list for DarkRadiant but it shouldn't be that difficult. (If I'm being an ass here about assuming just say so). Here's the link to GTKGenSurf: Click Me Please I'd love to have this functionality present in DarkRadiant. I wanted to put my castle up on a hill that you would have to climb, but doing this by hand is almost impossible to make it look as good as GenSurf could do. The problem that I've run into is that I don't understand enough about C++ code in games to modify it, and I can't get a hold of the original author (David Hyde) as all email addresses for him are from 2000-2001 era and don't exist anymore. EDIT: Here are some editor pics of the terrain so far. If you want to do this yourself you can follow these steps: Step 1: Open GenSurf and create whatever you want. Set the format to Quake 3 on the left side of the first Tab. Type in a name for your map (output file). Step 2: Click on the button "Write Map". (I think it's called this) on the top right of the first tab in GenSurf (By default the map will be saved to the same directory as GenSurf) Step 3: Open Q3toD3, and open the options windows. Here you will have to input the directory of Doom 3, I have Quake 3 installed so I also put that in. I'm not sure what will happen if you don't specify the Quake 3 dir. Step 4: Click on the "Options" button and un-select all the options Step 5: Click the "Add Files" button ( I think it's called this) and browse to the map that you created with GenSurf. Step 6: Click the "Add File" button and it will be added to the main Q3toD3 window. Step 7: Close the "Add Files" window and click the "Convert" button. It will show you the progress of the conversion in the window. Step 8: Open DarkRadiant and go to File->Open... Browse to your Doom3 folder and go to base\maps and find the map that was just converted. Step 9: Click "Open" and it will load in DarkRadiant. When it's done you will get an error about tokens, just ignore this. The terrain should be there. Now you should be done, your Quake3Arena terrain is now playable in Doom3/DarkMod. Good luck.
  9. You need to add this to the end of your Target textbox in the shortcut properties: +set fs_game thiefsden So your shortcut should look like this: C:\games\doom3\doom3.exe +set fs_game thiefsden +set com_allowConsole 1 But you would change C:\games\doom3\doom3.exe to be whatever the location to doom3.exe is located. The second +set is so that you can drop the console down with just the tilde(~) and not have to use Ctrl+Shift+~
  10. I got that too, can't deselect things, and also can't select things either. Only happened twice but closing the editor and opening it again fixed it.
  11. Well I don't see the detail keyword at their website: http://www.iddevnet.com/doom3/materials.php
  12. In quake 3 arena/team arena, there was an not well documented but amazing ability to use detail textures (Yes I know Unreal Tournament also had this feature). The boys at ID decided to add this ability but never really used it. Now does anyone here know who Russell Meakim is? He is the creator and designer of a very famous Quake 3 Arena map called Temple of Imera I Nyktos Tis, which is the only map that I know of that made use of detailed textures. Some screens can be found on his website: http://lacedneptune.planetquake.gamespy.com/Quake3.html Some games he's worked on, as part of the dev team: Medal of Honor: Airborne (2007), Electronic Arts, Inc. 25 to Life (2006), Eidos, Inc. SiN Episodes: Emergence (2006), Valve Corporation Counter-Strike: Condition Zero (2004), Sierra Entertainment, Inc. Delta Force: Black Hawk Down - Team Sabre (2004), NovaLogic, Inc. Half-Life: Counter-Strike (2003), Microsoft Game Studios Star Trek: Elite Force II (2003), Activision Publishing, Inc. He also does UT2K4/2K3, Quake 4, Doom 3, Painkiller and COD4 maps. He is currently working at Nerve software last time I talked to him a few days ago. What I was wondering is if this shader could work in Doom3/DarkMod: textures/mythica_ceilings/coffer1_256 { qer_editorimage textures/mythica_ceilings/coffer1_256.tga { map $lightmap rgbGen identity } { map textures/mythica_ceilings/coffer1_256.tga blendFunc GL_DST_COLOR GL_ZERO rgbGen identity } { map textures/Genarena_detail/marble.tga blendFunc GL_DST_COLOR GL_SRC_COLOR rgbGen identity tcmod scale 6 6 detail } } Notice the detail keyword, I'm not sure if that exists anymore with this engine. Does anyone who knows more about this have an opinion?
  13. That's better, now it works. I was wondering why we had to use the other entity as I was reading it's description and it didn't make sense at all to use that particular entity.
  14. hmm it's not working now, I made a new map, just a simple room and did the same thing, and now the switch triggers the light all the time now. It doesn't matter that it's surrounded by a clip brush or anything. Hmmm.
  15. Okay hang on maybe I'm just remembering it wrong let me go check again.
  16. Sorry for not responding but that worked perfectly. The buttons can be highlighted, but don't do anything when frobbed. When using the key on the lock (Door entity), the buttons become usable and the lift goes up Thanks for the tips.
  17. I just had a map shutdown error. I swung my sword at a builder and the console came up with this error: --------- Game Map Shutdown ---------- -------------------------------------- ******************** ERROR: GetBody: no body with id 50325568 exists on ent atdm_ai_builder_priest_ 1 ********************
  18. LOL just got 6 emails at once lol, man gmail has been acting weird lately.
  19. How long should the email take to get to my email address? It's been like 3 hours now and I've done it several times but still no email about password.
  20. K account is not working. Tried with different usernames and everything, still not working.
  21. K I created an account, just waiting for authorization.
  22. K another one. Whenever I try to change the "Game mod" field in the preferences, the game crashes. I just finished downloading Darkmod and tried to the change radiant's game mod field to "Darkmod" but the editor crashes. So I tried another mod that I have installed (MaxGfx) but that also caused a crash.
  23. DarkRadiant is crashing for some reason when changing the preferences for the camera. All I did was create a new map, right click, Create model, hit cancel, then right click, Create Entity then selected the Guard. I then moved him off 0,0 then hit "P" and went to "Camera" I changed the camera move speed from 160 to 32 and when I hit save this happened:
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