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AluminumHaste

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Everything posted by AluminumHaste

  1. Okay so I was told this goes in here, so here it is: I remember reading that going over three lights for one brush is not good. Well I have this and I split the brushes but of course the compiler put them back together lol. See what I mean? the floor is one big piece even though in the editor I split them all up. I think this is the t-junction fix from the compiler? The performance in this scene is like 4 fps lol.
  2. I remember reading that going over three lights for one brush is not good. Well I have this and I split the brushes but of course the compiler put them back together lol. See what I mean? the floor is one big piece even though in the editor I split them all up. I think this is the t-junction fix from the compiler?
  3. Okay I have another issue; I made a monster clip brush that covers the entire ceiling, then used Filter->Clip Brushes to hide it so I could continue to make changes to the geometry. Well when I used the subtract command with a brush made out of caulk, which is inside the monster clip (which is being filtered) the filtered brush was included in the subtract.
  4. Okay I got around the part about having to offset by using the longest rope (400) and rotating it so it's straight up and down (more or less), and attached a block of wood to the bottom joint, then attached a hanging lantern to the block of wood, then attached a light to the lantern. When I went in game it all worked without having that crazy offset and the rope going all nuts. One thing though, the block of wood isn't actually attached physically to the end of the rope, it's almost touching it.
  5. 1> Okay go into the game, type g_showentityinfo 1 into the console. 2> Shoot an arrow into some wood and a bunch of entities are created. 3> Go and remove the arrow (frob it) 4> Notice that an entity is still there no matter how many times you shoot the arrow/s The entity in question is CProjectileResult_result_arrow_broadhead _(and a number) Will it matter if say 100 arrows get shot by guards and the player and their are all of a sudden 100 extra entities in the game?
  6. Yeah I noticed that too, when I jumped on the rope the attached entity would sway with the rope, but not the other way around.
  7. Okay I noticed that for all the ropes I made all the lengths all have their last 2 bones named: Bone_91 and Bone_92 regardless of how many bones there are.
  8. Okay I just changed all the upper ceiling supports to square cylinders and they work great. Compile time: 15 secondsish and it runs better to boot. The reason for that is that this mission starts the thief near the ceiling and the player has to make his way across the support beams to the front of the cathedral (many guards patrolling down there ). Using rope arrows in the wood supports and stuff like that will enable the player to get across without being too difficult. This is fun, with the new mantling technique it makes it very realistic to mantle over the pillars and very natural. I LOVE THIS MOD!!!!
  9. Damn that link doesn't work anymore. EDIT: Okay found another link, they are using an entity that is just that, a lightfixture attached to a bone joint for the physics engine to compute. Hey your darkmod ropes have bones right? In the video he uses the keyword "bindtoJoint" does darkmod still have that functionality? Can I just attach the lamp entity to one of the bones of the rope?
  10. That just sounds like it will just swing back and forth, I want it to hang there like normal but swing on a rope/chain when someone hits it with stuff or jumps on it etc. I remember in Doom 3 in the bathroom if you shot the lights hanging from the ceiling, then it would swing on the rope. Is this what you are talking about?
  11. Yeah doesn't placing monsterclip around complex geometry say a circle of squares is kinda complicated, so you would make one 8 sided poly and put it over the other squares which would greatly reduce aas complexity right? Well the aas part is last in the compile process or seems to be, and that part only takes about 10 seconds.
  12. I created a chandelier out of brushes and torch models and used moveable torch flame entities and bound them to each other. I also created a rope entity in the editor (150 units long). Now I was wondering if I could attach the chandelier to the end of the rope so that it could swing on the rope. Is this currently not possible? I tried binding the entity to the rope but that didn't work (used keyword "bind"). Any help is appreciated. PS also I would like to apologize to everyone else who posted in this forum and has had their threads chased off the first page because I've posted so many new threads.
  13. According to the console, about 300 seconds (5 minutes). Which seems like a really long time to me considering this is just a bare bones map so far. My specs Core 2 Duo @ 2.4 GHz 4 GB DDR2 800 MHz 2x200 GB 7200 rpm 8 MB cache in RAID 0 2xNVidia 8700M GTs in SLi (AFR2) It runs very smoothly for me, but my last cathedral that I posted screens of here, didn't at all. This one is alot smaller.
  14. Well I thought the main reason was because doom 3 does not calculate lightmaps any more because all lighting is calculated realtime? As for lighting all I have is 8 omni lights, and 1 ambient. I will add some more to see how it looks.
  15. How do you guys make a cathedral? I've done things like converted almost all the patches to func_statics, tried cutting up the large open area with vis portals, and stuff like that. The compiler seems to take a long time at a particular spot, in the console it says, PutPrimitivesInAreas. Is there a way that I can speed this up or am I just building this wrong. Here are some screen shots for reference to size and scale and geometry layout. Or are cathedrals just not viable with this engine?
  16. Okay I tried using the find and replace feature in the texture inspector, but it just crashes DarkRadiant.
  17. Hmm, I've been meaning to take a look, but C++ was never my strong suit, I prefer JAVA and C#
  18. Yes I am aware that you guys modded gtkradiant to suite the mods needs. I've used all versions of GTKRadiant and they were all pretty good, far better than the other quake 3 editors It's unfortunate that there no longer is a dev team for qeradiant, but it's not needed anymore. Oh well, I'll add the feature request, who knows maybe I can add it myself lol. It's written in C right?
  19. On a side note, you can convert to mover_door, you just have to type it in the value field for classname. Then click off the entity and voila, it's working.
  20. Yep looks like, I can't fix my map as I ungrouped my door entity and now I can't convert to door_mover.
  21. damn, it's quite annoying to have to tab through the children just to get to the one you want. You used to be able to do this with gtkRadiant so the code is freely available from www.qeradiant.com. But not sure if the quality of the code is up to your standards though. Would love to be able to use this again, or have a toggle button.
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