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AluminumHaste

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Everything posted by AluminumHaste

  1. Okay this is fucking stupid, parallel lights are the most unintuitive things to use with this toolset. How does this: Correspond to this: ?????
  2. Oh on the Doom3 forums they said that parallel lights should be at least twice the size of the map link Relevant part: This also tends to make parallel lights dimmer than their point light counterparts, so you often need to increase the physical size a parallel light's volume well outside the area of a map you want to influence in order to get an equivalent brightness to that of a point light. Keep this in mind when designing maps that have outdoor and indoor areas, you need to keep and eye on light volume overlaps.
  3. I already posted how well it performs in it's current state with just 94 lights and an ambient and fog. I want to put in a parallel light, but they don't work when running the map.
  4. K nope, it's still all black, wth am I doing wrong? Here's a screengrab of the map in radiant: And in game:
  5. Okay I made a small test map and made a single parallel light, and entered vertex mode to drag the center vertex over to the side. I then dmapped and went into the map and....everything is black. WTF?? Oh btw, using DarkRadiant v0.9.7 pre 1, I'll try 096 instead and see if that makes a difference.
  6. Oh yeah, question about parallel lights; how do you get them to change direction? I'd love you have moonlight streaming in from the windows onto the pews, but right now I can't figure out how to work them properly. And I checked the wiki but am having trouble finding much.
  7. All lights in those screens are shadow casting and it's running at 1920x1200 with 8XAF and 8XAA at around 20-50fps depending on where you are. My specs? Well; Dell XPS M1730 (Laptop) 2x GeForce 8400M GS @ 600/800 Core 2 Duo @ 2.4Ghz 2x 200GB 7200RPM 16MB HDD 4GB DDR2 800MHz 17" screen @ 1920x1200x60hz
  8. This engine can handle a lot of polys Man I'm really tired so if any of this looks right, then I'll be pleased. Any suggestions are welcome. (In case you are wondering, the player starts at the ceiling through an open window) View from ceiling (Vertex ON) Another view from ceiling (Vertex ON) View from behind priest on altar, looking out at the empty pews, practicing his sermons (Vertex ON) Same view (Vertex OFF) Viewpoint of Priest (Vertex OFF) View of the floor compass and surrounding pool View of on of the side entrances to the cathedral Just an updated video walkthrough, make sure to watch in at least 720p or the video will be too dark:
  9. Read first post carefully please
  10. Oh darkradiant's default autosave feature is mapname.autosave.map
  11. Issue: Created a map called cath.map. Made a backup called cath.backup.map Went into Darkmod and dmaped cath.backup.map After it was done I used that "map" command on "cath.backup" and I got an error saying that multiple entites had the same name. (pews_left0). So I opened the .map file for cath.backup.map and changed the entities name to pews_left1 for the copy and now there weren't any copies. So I reopened DarkMod and used the "map" command on cath.backup.map. Got the same error So I tried dmapping again and the upon map got the same error. Hmmm that's weird. I opened the cath.backup.map and there aren't any entities called pews_left0 anymore. Even weirder. So I opened cath.map and changed it's entities that were named the same. I then went into darkmod and was able to use map command on cath.backup.map. I think that their are some problems with the parsing of the filename so that upon encountering the "." period it assumes that's the end of the filename so attaches .map to the end. So to doom 3 the maps cath.backup.map and cath.map are the same file. Is this known?
  12. Hey I just noticed this in the roadmap for v1 for DarkRadiant: - 0000404: [Renderer] Ambient lights not working in render mode - acknowledged. Ambient lights work in the render mode, just not perfectly. Some faces are still black if they aren't facing the light, but they light the level in rendermode.
  13. I know that this was mentioned before, but here is a case in point for being able to directly select children of brush/patch static entities: Now in this picture, the altar includes the steps. Now I can use the Tab key (or Atl-Tab) to cycle through the entities' children, but that means that if I have a hundred children (which in this case isn't unreasonable to assume) then it would take forever to get the brush that I want. And the bigger problem; there are two brushes that I want to modify. So if it is at all possible, an option to be able to mouse click on an entities children. Maybe have the user select the entity, then while holding down a modifier key (ALT,SHIFT,CTRL whatever one) and left clicking would select the brush/patch. Would be great, because right now I can either revert to worldspawn, modify the brushes, then group it again as a func_static, or cycle through the children to get the brush that I want. *yuck*
  14. Sounds alot like Eidos's Project Eden, you had to switch between 4 chars to get through the game. I played the demo and hated it. I just wanted to use one char and that's it.
  15. The domain www.thedarkmod.com returns a 404 page not found error.
  16. You seem to have quite a high opinion of yourself, have you ever taken an IQ test? Just curious, not saying that I'm smart, just wondering how smart you are.
  17. Are you always this hostile? Makes coming here a very rewarding experience.
  18. Ah, I see. Still you guys have enough on your plate to get a beta release for this December.
  19. I just realized something, in doom 3 monsters came from the ceiling and walls and such and unless those were hardcoded sequences, it shouldn't be a problem for the monsters. Just a thought.
  20. That is nothing more than a sandbox to play in. You can do that now, in Crysis. Create an island and just populate it with random AI and go have some fun. It's a sandbox, there is no plot or story, and the environment is pretty rich in detail and interaction. You can drive vehicles, cut down trees, pick up and and throw objects, climb mountains, destroy buildings, and with careful modding, make your own buildings, fly planes, watch the sunset/sunrise on the beach, go fishing with dynamite, go seagull hunting, get eaten by sharks etc. etc. What you are suggesting is that we keep everything in Crysis but just get rid of the plot and story and scripted events, and that would make a better game.
  21. Yeah I did that and it is way faster than doing it in the editor.
  22. A new bug For some reason entities are getting the same name as existing entities. I'm guessing that this happens when you select multiple entities and clone them. I notice this in DarkRadiant's console: TargetManager: Target func_static_1 already associated! TargetManager: Target func_static_2 already associated! TargetManager: Target func_static_5 already associated! TargetManager: Target func_static_6 already associated! TargetManager: Target func_static_47 already associated! TargetManager: Target func_static_7 already associated! TargetManager: Target func_static_8 already associated! TargetManager: Target func_static_51 already associated! TargetManager: Target func_static_53 already associated! TargetManager: Target func_static_9 already associated! TargetManager: Target func_static_56 already associated! TargetManager: Target func_static_28 already associated! TargetManager: Target func_static_61 already associated! TargetManager: Target func_static_10 already associated! Is there the ability to automagically fix these mis-associations in DarkRadiant?
  23. What I liked about the GTKRadiant is that when you open an inspector like the texture browser with the letter "t" when you hit the letter "t" again it closes the window. I wish this program had it, so that I don't have to use the mouse.
  24. Okay here's the layout I love I just open the inspector windows and stuff when I need them.
  25. I use i on my 17" widescreen at 1920*1200, can't stand not being able to see all views.
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