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AluminumHaste

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Everything posted by AluminumHaste

  1. 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:
  2. Yup I found it, but it looks like the outside of the steps aren't lined up with the outer patch.
  3. So did this work for you guys? Any questions?
  4. Hey I just found this tutorial and I must say it's the best I've seen for making perfect spiral staircases out of brushes and patches that snap to gridlines. Look what I made in 10 minutes!!! I've modified the steps in the Tutorial so that I could have bigger/more steps, but it still works as long as it's a multiple of 4 (4,8,16 etc.) so that the stairs meet at gridpoints. I used 16 for my patches, but had to change the grid to 0.5 so that the points lined up with the grid. I think that if you changed the Patch to be 32 sided you'd need to go down to 0.25 for the grid etc. Here's the original Link: http://www.phobosanomoly.sd95.co.uk/articl...iral_stairs.php I tried doing something like this in the past but the points never aligned with the grid, now they do holy shit it looks and works GREAT!!! I hope others find this useful.
  5. I thought of something after having some issues. The editor should not crash when a map isn't found at the place it thought it was, it should spit out an error saying such, then load a new map.
  6. Thank you for that. EDIT: Yup working thanks.
  7. I was getting low on diskspace for my XP installation and stupidly cut and pasted the entire doom 3 folder to the Vista drive (Logical drive, same physical drive). Now I've uninstalled DarkRadiant several times and reinstalled it, but it always tries to open the last map that I used D:\Doom3\thiefs_den\maps\cath.map, but that is no longer there and it keeps crashing the program. I've looked everywhere and I can't find anywhere where this info is stored. I've looked in the registry but no luck there. I've run Registry Mechanic after uninstalling all copies of DarkRadiant from my computer, but still no luck. I don't want to have to re-install doom 3 and the dark mod and thief's den to get this fixed. I just want to delete the settings saved for DarkRadiant so that when it opens and asks me for the path to Doom3 and I tell it, that it keeps that setting and doesn't keep trying to open the same map which isn't located on the D: drive anymore.
  8. I did notice that on all the ropes, the last two bones are bone 91 and bone92, are these autogenerated?
  9. Just an electrical switch that's turned in place when the key is turned, seems simple to me. There's other reasons, such as presentation. When the priest is done his sermon, he walks over to the elevator, takes a key out of his pocket, puts it in a keyhole with a button above it and turns the key. There is a click and now the button above the keyhole works. Priest gets in and presses the button and the elevator rises 2600 units into the air and stops at a landing hanging from a wall which leads to the upper floor of the rectory. The elevator will then descend on it's own as the priest closes the door to the rectory, and when it reaches the bottom, the bottom of the elevator hits a mechanical switch on the floor which trips the electrical switch locking out the floor control button. It's not that complicated lol EDIT: here maybe a screenshot will help illustrate what I mean.
  10. Since nobody replied I'll ask again lol: Can bones be generated on the fly for objects in game? Or do they have to be scripted?
  11. Cool, could you post a nightly build to that link you used before? I got the prerelease version 1 of 0.9.7 from it already. (http://208.49.149.118/TheDarkMod/DarkRadiant/darkradiant-0.9.7pre1.exe)
  12. You guys should play Assassin's Creed, the guards can do everything the player can, such as jumping across roof tops, jumping along beams, climbing ladders etc. It's pretty funny to see guards chasing you all over the city, literally up the walls and stuff. Oh, they can also mantle up walls.
  13. In my map, there is an elevator that goes up to the top floor of the rectory, but I wanted to be able to lock out the buttons with a lock model, so that you need a key to unlock the lock, which allows the keys to work. Is this currently possible?
  14. Yeah you don't need multiple instances of DarkRadiant open just load any prefab and it'll happen.
  15. I think you all know me by now, I've been annoying the hell out of everyone over the past few months. I've got screenshots all over these boards but if you need them here I'll paste them here. I've got lots of time on my hands and I love this project to death. It is the greatest thing to happen to the thief franchise since Thief 1 (Yes I know that they're not the same thing) and I've always wanted to be a part of it. I've been around for almost 2 years now so I'm not going anywhere. I've got access to any tool you could want (Adobe, Max, Corel, Autodesk suites, Video editing, audio editing, Vista+XP etc.) and I have a very powerful system (For a notebook, Dell XPS M1730). I've got lots of experience with Photoshop (made over 2000$ with only 2 projects a few months ago) and I've been working with Id's game systems ever since quake 2 so I'm familiar with directory layout and material files and such. I also have access to professional grade equipment (including but not limited to; large format analog cameras, high quality digital cameras, professional grade printers and scanners) and I live in a town that is almost 200 years old so some interesting textures abound. I'd love to help.
  16. There is a guy who was able to get monsters to walk on the walls without scripting, any monster. I can't find the link, but I'll keep trying. EDIT: Found it
  17. lol I used to have access to the mod, but lost my stuff in a format so wasn't able to continue contributing, and as such lost my privileges. And also, I think that I've done a pretty good job of tracking down bugs and issues with the tools and assets. Also, I am motivated because this project just rocks plain and simple, and also I've always wanted to help with this project.
  18. Timelike Diplomacy It's my second time reading this book and I'm loving the second time through as much as the first time.
  19. I created an elevator and created the "darkmod/mechanical/numberwheel_button" button model, and used the "bind" keyword and for value I used the name of the elevator entity. Now this works as the button follows the elevator up to the top, but when I click on the button, the button goes back down like normal, but the elevator doesn't, it just stays there. Any help is appreciated. Oh btw, since I'm working on this map so hard, could I apply for beta-mappers status? It would be nice to have access to the other resources from the mod.
  20. Found a new issue in regards to layers. Steps to reproduce error: 1> Open DarkRadiant, then open another instance of DarkRadiant (So you should have two (2) DarkRadiant.exe in process manager) 2> Create a new map in the First instance of DarkRadiant, and create a few brush entities and leave them on the "Default" layer. 3> Create a new map in the Second instance, and make several new layers (name them whatever you want) 4> Go to the first instance of darkradiant, select a brush entity, then go to "Edit->Copy" (Or Ctrl+C) 5> Go to the second instance of darkradiant and go to "Edit->Paste" (Or Ctrl+V) 6> Now all the layers that you created are gone and only the "Default" layer is present in the second instance of darkradiant (Where you pasted the copied brush entity to) Now I'm not sure how useful this is to report, because having multiple instances of darkradiant open is probably not supported or recommended. I do it for the above reasons but I suppose I could just make the entities prefabs. EDIT: Nevermind, same thing happens with prefabs. I saved the balcony as a prefab, and inserted it into the other map, which seems to destroy all the layer info.
  21. LOL wtf is this?? I added a projected light with start/stops and when in renderview in radiant, I saw this on the ceiling, lol wtf is this? I'm thinking it says "FOG" but I'm not sure.
  22. K I figured it out thanks Komag, now; GO WRITE THAT TUTORIAL ON THE WIKI!!!! lol Umm, getting weird errors with the lights, looks like portals are causing rendering errors.
  23. Yes yes and yes, this should be added to the wiki this moment. Very good explanation thank you. I will go try that right now. EDIT: Okay, tried that and the level is still black. I deleted the light and remade it and this time just left it at default. When I went into the level it worked, but was really small. So I went into the editor and made it 16 units smaller than the inside of the walls. Then went back in game and the light output did not change at all. Hmmm. See if you can make a difference, here's the map file: Version 2 // entity 0 { "classname" "worldspawn" "editor_drLastCameraPos" "-270.791 -97.8048 285.394" "editor_drLastCameraAngle" "9.9 75.3 0" "editor_drMapPos1" "622.965 891.597 194.506" "editor_drMapAngle1" "0 4.7 0" "editor_drMapPos2" "856 856 194.506" "editor_drMapAngle2" "0 -88.6028 0" "editor_drMapPos3" "832 264 194.506" "editor_drMapAngle3" "0 82.1467 0" "editor_drMapPos4" "462.987 512.708 197.518" "editor_drMapAngle4" "-2.8 151.047 0" "editor_drMapPos5" "395.633 301.73 201.855" "editor_drMapAngle5" "-2.6 187.447 0" "editor_drMapPos6" "406.528 296.563 56.6098" "editor_drMapAngle6" "-4 187.247 0" "editor_drMapPos7" "952.822 285.005 1366.04" "editor_drMapAngle7" "-74.8 149.373 0" "editor_drMapPos8" "976 424 320" "editor_drMapAngle8" "-3 15.3467 0" "editor_drMapPos9" "409.146 547.464 392.83" "editor_drMapAngle9" "-16.8 284.947 0" // primitive 0 { brushDef3 { ( 0 0 1 -1032 ) ( ( 0.03125 0 0 ) ( 0 0.03125 62 ) ) "textures/common/caulk" 0 0 0 ( 0 1 0 -512 ) ( ( 0.03125 0 0 ) ( 0 0.03125 0.25 ) ) "textures/common/caulk" 0 0 0 ( 1 0 0 -512 ) ( ( 0.03125 0 0 ) ( 0 0.03125 0.25 ) ) "textures/common/caulk" 0 0 0 ( 0 -1 0 -512 ) ( ( 0.03125 0 0 ) ( 0 0.03125 0.25 ) ) "textures/common/caulk" 0 0 0 ( -1 0 0 -512 ) ( ( 0.03125 0 0 ) ( 0 0.03125 0.25 ) ) "textures/common/caulk" 0 0 0 ( -0 -0 -1 1024 ) ( ( 0.00390625 0 0 ) ( 0 0.00390625 0 ) ) "textures/darkmod/stone/brick/grainy_blocks01" 0 0 0 } } // primitive 1 { brushDef3 { ( 0 0 1 -1024 ) ( ( 0.03125 0 63.75 ) ( 0 0.03125 62 ) ) "textures/common/caulk" 0 0 0 ( 0 1 0 -520 ) ( ( 0.03125 0 0 ) ( 0 0.03125 0 ) ) "textures/common/caulk" 0 0 0 ( 1 0 0 -512 ) ( ( 0.03125 0 63.75 ) ( 0 0.03125 0 ) ) "textures/common/caulk" 0 0 0 ( 0 0 -1 -0 ) ( ( 0.03125 0 63.75 ) ( 0 0.03125 0 ) ) "textures/common/caulk" 0 0 0 ( -1 0 0 -512 ) ( ( 0.03125 0 0.25 ) ( 0 0.03125 0 ) ) "textures/common/caulk" 0 0 0 ( 0 -1 0 512 ) ( ( 0.00390625 0 0 ) ( 0 0.00390625 0 ) ) "textures/darkmod/stone/brick/grainy_blocks01" 0 0 0 } } // primitive 2 { brushDef3 { ( 0 0 1 -1024 ) ( ( 0.03125 0 0 ) ( 0 0.03125 61.75 ) ) "textures/common/caulk" 0 0 0 ( 0 1 0 -512 ) ( ( 0.03125 0 0.25 ) ( 0 0.03125 0 ) ) "textures/common/caulk" 0 0 0 ( 1 0 0 -520 ) ( ( 0.03125 0 0 ) ( 0 0.03125 0 ) ) "textures/common/caulk" 0 0 0 ( 0 0 -1 -0 ) ( ( 0.03125 0 0 ) ( 0 0.03125 0.25 ) ) "textures/common/caulk" 0 0 0 ( 0 -1 0 -512 ) ( ( 0.03125 0 63.75 ) ( 0 0.03125 0 ) ) "textures/common/caulk" 0 0 0 ( -1 0 0 512 ) ( ( 0.00390625 0 0 ) ( 0 0.00390625 0 ) ) "textures/darkmod/stone/brick/grainy_blocks01" 0 0 0 } } // primitive 3 { brushDef3 { ( 0 1 0 -512 ) ( ( 0.03125 0 0 ) ( 0 0.03125 63.75 ) ) "textures/common/caulk" 0 0 0 ( 1 0 0 -512 ) ( ( 0.03125 0 0 ) ( 0 0.03125 63.75 ) ) "textures/common/caulk" 0 0 0 ( 0 0 -1 -8 ) ( ( 0.03125 0 0 ) ( 0 0.03125 0 ) ) "textures/common/caulk" 0 0 0 ( 0 -1 0 -512 ) ( ( 0.03125 0 0 ) ( 0 0.03125 63.75 ) ) "textures/common/caulk" 0 0 0 ( -1 0 0 -512 ) ( ( 0.03125 0 0 ) ( 0 0.03125 63.75 ) ) "textures/common/caulk" 0 0 0 ( 0 0 1 -0 ) ( ( 0.00390625 0 0 ) ( 0 0.00390625 0 ) ) "textures/darkmod/stone/brick/grainy_blocks01" 0 0 0 } } // primitive 4 { brushDef3 { ( 0 0 1 -1024 ) ( ( 0.03125 0 0.25 ) ( 0 0.03125 62 ) ) "textures/common/caulk" 0 0 0 ( 1 0 0 -512 ) ( ( 0.03125 0 0.25 ) ( 0 0.03125 0 ) ) "textures/common/caulk" 0 0 0 ( 0 0 -1 -0 ) ( ( 0.03125 0 0.25 ) ( 0 0.03125 0 ) ) "textures/common/caulk" 0 0 0 ( 0 -1 0 -520 ) ( ( 0.03125 0 0 ) ( 0 0.03125 0 ) ) "textures/common/caulk" 0 0 0 ( -1 0 0 -512 ) ( ( 0.03125 0 63.75 ) ( 0 0.03125 0 ) ) "textures/common/caulk" 0 0 0 ( 0 1 0 512 ) ( ( 0.00390625 0 0 ) ( 0 0.00390625 0 ) ) "textures/darkmod/stone/brick/grainy_blocks01" 0 0 0 } } // primitive 5 { brushDef3 { ( 0 0 1 -1024 ) ( ( 0.03125 0 0 ) ( 0 0.03125 62.25 ) ) "textures/common/caulk" 0 0 0 ( 0 1 0 -512 ) ( ( 0.03125 0 63.75 ) ( 0 0.03125 0 ) ) "textures/common/caulk" 0 0 0 ( 0 0 -1 -0 ) ( ( 0.03125 0 0 ) ( 0 0.03125 63.75 ) ) "textures/common/caulk" 0 0 0 ( 0 -1 0 -512 ) ( ( 0.03125 0 0.25 ) ( 0 0.03125 0 ) ) "textures/common/caulk" 0 0 0 ( -1 0 0 -520 ) ( ( 0.03125 0 0 ) ( 0 0.03125 0 ) ) "textures/common/caulk" 0 0 0 ( 1 0 0 512 ) ( ( 0.00390625 0 0 ) ( 0 0.00390625 0 ) ) "textures/darkmod/stone/brick/grainy_blocks01" 0 0 0 } } // primitive 6 { brushDef3 { ( 0 0 1 -1024 ) ( ( 0.00390625 0 -0 ) ( -0 0.00390625 0 ) ) "textures/darkmod/stone/brick/grainy_blocks01" 0 0 0 ( 0 -0 -1 -0 ) ( ( 0.00390625 0 -0 ) ( -0 0.00390625 0 ) ) "textures/darkmod/stone/brick/grainy_blocks01" 0 0 0 ( 1 0 0 -64 ) ( ( 0.00390625 0 -0 ) ( -0 0.00390625 0 ) ) "textures/darkmod/stone/brick/grainy_blocks01" 0 0 0 ( 0.7071067811865475 0.7071067811865475 0 117.3797256769668 ) ( ( 0.00390625 0 -0 ) ( -0 0.00390625 0 ) ) "textures/darkmod/stone/brick/grainy_blocks01" 0 0 0 ( -0 1 0 192 ) ( ( 0.00390625 0 -0 ) ( -0 0.00390625 0 ) ) "textures/darkmod/stone/brick/grainy_blocks01" 0 0 0 ( -0.7071067811865475 0.7071067811865475 0 117.3797256769668 ) ( ( 0.00390625 0 -0 ) ( -0 0.00390625 0 ) ) "textures/darkmod/stone/brick/grainy_blocks01" 0 0 0 ( -1 0 0 -64 ) ( ( 0.00390625 0 -0 ) ( -0 0.00390625 0 ) ) "textures/darkmod/stone/brick/grainy_blocks01" 0 0 0 ( -0.7071067811865475 -0.7071067811865475 0 -244.6589462905453 ) ( ( 0.00390625 0 -0 ) ( -0 0.00390625 0 ) ) "textures/darkmod/stone/brick/grainy_blocks01" 0 0 0 ( -0 -1 0 -320 ) ( ( 0.00390625 0 -0 ) ( -0 0.00390625 0 ) ) "textures/darkmod/stone/brick/grainy_blocks01" 0 0 0 ( 0.7071067811865475 -0.7071067811865475 0 -244.6589462905453 ) ( ( 0.00390625 0 -0 ) ( -0 0.00390625 0 ) ) "textures/darkmod/stone/brick/grainy_blocks01" 0 0 0 } } // primitive 7 { brushDef3 { ( 0 0 1 -1024 ) ( ( 0.00390625 0 510.625 ) ( 0 0.00390625 0 ) ) "textures/darkmod/stone/brick/grainy_blocks01" 0 0 0 ( 0 0 -1 -0 ) ( ( 0.00390625 0 510.625 ) ( 0 0.00390625 0 ) ) "textures/darkmod/stone/brick/grainy_blocks01" 0 0 0 ( 1 0 0 -64 ) ( ( 0.00390625 0 510.625 ) ( 0 0.00390625 0 ) ) "textures/darkmod/stone/brick/grainy_blocks01" 0 0 0 ( 0.7071067811865476 0.7071067811865476 0 -131.5218613006979 ) ( ( 0.00390625 0 511.0277281758685 ) ( 0 0.00390625 0 ) ) "textures/darkmod/stone/brick/grainy_blocks01" 0 0 0 ( 0 1 0 -160 ) ( ( 0.00390625 0 0 ) ( 0 0.00390625 0 ) ) "textures/darkmod/stone/brick/grainy_blocks01" 0 0 0 ( -0.7071067811865476 0.7071067811865476 0 -131.5218613006979 ) ( ( 0.00390625 0 0.9722718241315029 ) ( 0 0.00390625 0 ) ) "textures/darkmod/stone/brick/grainy_blocks01" 0 0 0 ( -1 0 0 -64 ) ( ( 0.00390625 0 1.375 ) ( 0 0.00390625 0 ) ) "textures/darkmod/stone/brick/grainy_blocks01" 0 0 0 ( -0.7071067811865476 -0.7071067811865476 0 4.242640687119363 ) ( ( 0.00390625 0 0.9722718241315029 ) ( 0 0.00390625 0 ) ) "textures/darkmod/stone/brick/grainy_blocks01" 0 0 0 ( 0 -1 0 32 ) ( ( 0.00390625 0 0 ) ( 0 0.00390625 0 ) ) "textures/darkmod/stone/brick/grainy_blocks01" 0 0 0 ( 0.7071067811865476 -0.7071067811865476 0 4.242640687119363 ) ( ( 0.00390625 0 511.0277281758685 ) ( 0 0.00390625 0 ) ) "textures/darkmod/stone/brick/grainy_blocks01" 0 0 0 } } // primitive 8 { brushDef3 { ( 0 0 1 -1024 ) ( ( 0.00390625 0 509.5 ) ( 0 0.00390625 0 ) ) "textures/darkmod/stone/brick/grainy_blocks01" 0 0 0 ( 0 0 -1 -0 ) ( ( 0.00390625 0 509.5 ) ( 0 0.00390625 0 ) ) "textures/darkmod/stone/brick/grainy_blocks01" 0 0 0 ( 1 0 0 -64 ) ( ( 0.00390625 0 509.5 ) ( 0 0.00390625 0 ) ) "textures/darkmod/stone/brick/grainy_blocks01" 0 0 0 ( 0.7071067811865476 0.7071067811865476 0 -335.1686142824237 ) ( ( 0.00390625 0 510.2322330470336 ) ( 0 0.00390625 0 ) ) "textures/darkmod/stone/brick/grainy_blocks01" 0 0 0 ( 0 1 0 -448 ) ( ( 0.00390625 0 0 ) ( 0 0.00390625 0 ) ) "textures/darkmod/stone/brick/grainy_blocks01" 0 0 0 ( -0.7071067811865476 0.7071067811865476 0 -335.1686142824237 ) ( ( 0.00390625 0 1.767766952966369 ) ( 0 0.00390625 0 ) ) "textures/darkmod/stone/brick/grainy_blocks01" 0 0 0 ( -1 0 0 -64 ) ( ( 0.00390625 0 2.5 ) ( 0 0.00390625 0 ) ) "textures/darkmod/stone/brick/grainy_blocks01" 0 0 0 ( -0.7071067811865476 -0.7071067811865476 0 207.8893936688451 ) ( ( 0.00390625 0 1.767766952966369 ) ( 0 0.00390625 0 ) ) "textures/darkmod/stone/brick/grainy_blocks01" 0 0 0 ( 0 -1 0 320 ) ( ( 0.00390625 0 0 ) ( 0 0.00390625 0 ) ) "textures/darkmod/stone/brick/grainy_blocks01" 0 0 0 ( 0.7071067811865476 -0.7071067811865476 0 207.8893936688451 ) ( ( 0.00390625 0 510.2322330470336 ) ( 0 0.00390625 0 ) ) "textures/darkmod/stone/brick/grainy_blocks01" 0 0 0 } } } // entity 1 { "classname" "info_player_start" "name" "info_player_start_1" "origin" "-384 -384 0" // dummy brush 0 { brushDef3 { ( 0 0 -1 0 ) ( ( 0.125 0 0 ) ( 0 0.125 0 ) ) "_default" 0 0 0 ( 0 0 1 -8 ) ( ( 0.125 0 0 ) ( 0 0.125 0 ) ) "_default" 0 0 0 ( 0 -1 0 -16 ) ( ( 0.125 0 0 ) ( 0 0.125 0 ) ) "_default" 0 0 0 ( 1 0 0 -16 ) ( ( 0.125 0 0 ) ( 0 0.125 0 ) ) "_default" 0 0 0 ( 0 1 0 -16 ) ( ( 0.125 0 0 ) ( 0 0.125 0 ) ) "_default" 0 0 0 ( -1 0 0 -16 ) ( ( 0.125 0 0 ) ( 0 0.125 0 ) ) "_default" 0 0 0 } } } // entity 2 { "classname" "light" "name" "light_1" "_color" "1.00 1.00 1.00" "light_center" "0 0 0" "light_radius" "496 496 496" "nodiffuse" "0" "noshadows" "0" "nospecular" "0" "origin" "0 0 512" "parallel" "1" } Try it compile it just like that and see what it looks like in game. For me it looks like this:
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