Jump to content
The Dark Mod Forums

ERH+

Member
  • Posts

    859
  • Joined

  • Last visited

  • Days Won

    44

Everything posted by ERH+

  1. Does anybody have problems with MD5 animation viewer? After playing a bigger number of animations it slows down, then DR crashes.
  2. I need an invisible skeleton, but it should still cast shadows. I have to make custom texture, or .skin file? I checked "A night to remember" for its invisible head and ghosts, but I still don't know how to edit/ what to copy.
  3. And this is sea_wave01 material, it moves in both directions. How can I apply this bobbing movement to light texture?
  4. I'm not sure what I'm looking at: "translate time * X", "time * Y" are vectors, and "//rgb storm2table[ time * .1 ]" is speed?
  5. Yes, yes, and what what I want to do. I want a moving light texture. Texture for light source, like spinning fun, or sliding clouds. I know how to make a static light texture, but have no idea how to animate it.
  6. I have light to be projected close to water surface, and naturally moving reflections should be cast. Or any sort of moving light texture. ambientlightinfo_clouds could do, but it need to be faster and more chaotic.
  7. Is there any animated light texture with water reflexes, and how should .mtr file look for such one?
  8. I thought m_c role is to delete areas from AAS net, so there will be no difference between m_c all over a region, and m_c just sealing path to it.
  9. Just spotted interesting thing about malloc error, with lots of "door xxxx is not within valid AAS area" notifications. Error didn't occur when I deleted all AI. After a while I spotted that crucial change was huge monster clip brushes covering "horizon" of map. Changed them to standard walls, only surrounding playable area, and problem was solved. So inside/volume of monster clip is not neutral for AAS calculation?
  10. " AI walking over a lone monster_clip brush that has no entity core will sink into it by about 28 units. This means that if you make an invisible AI-only bridge of monster_clip then it needs to be 28 units higher than where you want the AI's feet to touch. So a channel with side walls with top surfaces at 100 will need a bridge whose top surface is at 128 in order for the AI to walk smoothly across flush with the side walls. Because 14 to 16 is the maximum step height for an AI you will need a short step of monster_clip at the entrance and exit for the AI to get on. So this step might be 14 units high but can and should be very shallow - even one unit deep is enough for the AI to pass smoothly on to the main bridge. " http://wiki.thedarkm...zontal_Surfaces I had similar problem with func_static stairs, monster_clip somehow override func_static collision model (for AI legs). I don't remember it well but changing monster_clip to NoDraw_Solid may change it?
  11. Thanks for info. There was some problems with doubled brass key, but this is something new. "Unable to open any door, or operate objects" is known bug when used object is referring to missing files, like map or book without addressed picture or text. I will try to figure out what could be wrong with key.
  12. Can I trigger texture movement on a static surface, just as I can trigger gears in elevator? I have looping cable on wheels in elevator shaft, and it would look appropriate if texture would move as long as wheels spin (in both directions).
  13. Small size means that he can hide in chests and under tables. But AI could be more demanding.
  14. It is hard for me to separate actual music quality apart from game experience and sentiment. I guess I wouldn't care about some of those, if it wouldn't be attached to a good mood of particular game. Deus Ex1 -Majestic12: youtube.com/watch?v=OrJQw9u4U_w Hired Guns (Amiga): youtube.com/watch?v=0WYUb8f_UqY Hero Quest2 -Ingame: youtube.com/watch?v=8PR5wc-ULwE Chaos Gate: youtube.com/watch?v=zjrfAfbt72Y Silent Hill2 -Overdose Delusion: youtube.com/watch?v=FxrDCLrd89w UFO Aftermath -Geoscape1: youtube.com/watch?v=E62h92ZP_Jw Severance Blade Of Darkness -atmosphere16: youtube.com/watch?v=7XJhaGkI_Zs
  15. One day in the 10th century: http://translate.google.pl/translate?hl=pl&sl=ru&tl=en&u=http%3A%2F%2Fodin-moy-den.livejournal.com%2F1456742.html
  16. It looks like computing loaded map is too much stress in some cases. I tried to open menu screen first, but switching fullscreen/ windowed works slowly anyway.
  17. Switch between fullscreen and windowed.
  18. I wonder where I learned about alt+enter, and why it it not mentioned here...?
  19. Is there any way to evaluate CPU stress for AI path finding? I have a big city section and planned to make all city guards a random choose for path nodes. Recently deleted most of AI (for dmaping speed) and wonder if difference is due model tris count, or multiple AI thinking how to get from random point A to random point B. edit: is there any key for moving 3d view to selected object?
  20. I would steal every last brick from it.
  21. Turn back! Turn back! It is too majestic to besiege!
  22. I have device similar to periscope: button-ocular triggering func_cameraview ("trigger : 1" "cameraTarget : target_null_1"). I'm able to turn it on, but after that mouse buttons do nothing, and after hitting Esc game freezes. Also I would like to add guis/playertools/spyglass.gui, but don't know how to apply it.
  23. I guess it override current falling speed and force a 100 unit limit.
  24. I need a straw pile to save player from falling if he fail to climb correctly. Is there any texture that nullify falling acceleration? I thought func_forcefield could do this but it works in odd way.
  25. It must be my bad english, I'm just trying to explain things as I meant them.
×
×
  • Create New...