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Posts posted by ERH+
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I'm not sure what I'm looking at: "translate time * X", "time * Y" are vectors, and "//rgb storm2table[ time * .1 ]" is speed?
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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.
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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.
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Is there any animated light texture with water reflexes, and how should .mtr file look for such one?
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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.
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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?
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" 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?
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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.
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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).
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Small size means that he can hide in chests and under tables. But AI could be more demanding.
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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
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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.
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Switch between fullscreen and windowed.
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I wonder where I learned about alt+enter, and why it it not mentioned here...?
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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?
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I would steal every last brick from it.
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Turn back! Turn back! It is too majestic to besiege!
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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.
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I guess it override current falling speed and force a 100 unit limit.Yes, it does.
I've found that the following lets the player float downward gracefully:
"apply_force" "1"
"uniform" "0 0 -100"
This appears to push the player down, but it pushes up and slows down the effect of gravity.
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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.
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It must be my bad english, I'm just trying to explain things as I meant them.
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*The shop is probably confusing for players because they know how trip ends, then they choose what they take for it.
*On other side, some people don't like readables.
*Actually, location of the wrench is on one of readables, but I got your point.
*In real life, boats sometimes just start to sink when you put some weight on it -old boats have structure of sponges, you don't need big holes.
*Water is contaminated, you need... oh wait it would be more historically appropriate to use wine or beer instead of boiled water.
*It is good if encounters rise questions if it build curiosity, bad if it build disbelieve. Sadly I can't foresee all of questions player will have.
*And why keys can't have copies?
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I still think cRPG is about customizing your character, if not developing new abilities and their levels. If role playing is visible only in behaviour, such character looks bland to me. Sure I love to stun bad guys in DeusEx instead of killing in sake of "being human", but assuming goal of one role will be perfectly clear and separated from another role/approach... is wishful thinking. But maybe I'm missing the point, Thief is a true rpg experience, and TES-like games are Monopoly clones.
Newbie DarkRadiant Questions
in TDM Editors Guild
Posted
//Author: Dram
textures/water_source/sea_wave_01
{
qer_editorimage textures/water_source/sea_wave_001
discrete
nonsolid
water
translucent
{
blend diffusemap
map textures/water_source/sea_wave_001
scroll time * ((( parm5 + 0.1) - (( parm5 || 0) * 0.1)) * -1.1) , -0.2 * sintable [ time * (( parm5 + 0.1) - (( parm5 || 0) * 0.1))]
scale 1.2, 1
rgb 0.6 - 0.4 * ( sintable [ time * parm5 * -2] )
}
{
blend diffusemap
map textures/water_source/sea_wave_001
scroll time * 0.06 , -0.2 * sintable [ time * (( parm5 + 0.1) - (( parm5 || 0) * 0.1))]
rgb 0.6 - 0.4 * ( sintable [ time * ((( parm5 + 0.1) - (( parm5 || 0) * 0.1)) * -2)] )
}
// TDM Ambient Method Related
{
if (global5 == 1)
blend add
map textures/water_source/sea_wave_001
scale 1.2 , 1
red global2
green global3
blue global4
}
{
if (global5 == 2)
blend add
program ambientEnvironment.vfp
vertexParm 0 1.2 , 1, 1, 1 // UV Scales for Diffuse and Bump
vertexParm 1 1, 1, 1, 1 // (X,Y) UV Scale for specular, Z: ambient reflection scale
vertexParm 2 global2, global3, global4, 1
vertexParm 3 0
fragmentMap 0 cubeMap env/gen1
fragmentMap 1 _flat // Bump
fragmentMap 2 textures/water_source/sea_wave_001 // Diffuse
fragmentMap 3 _black // Specular
}
}
And this is sea_wave01 material, it moves in both directions. How can I apply this bobbing movement to light texture?