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Everything posted by ERH+
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Redoing on TDM my TDS mission Abandoned Kingdom. I'm a bit tired of it for now, I will have less time in next months, so here are few more or less raw screenshots - there will be no significant progress in near time. There are TDS version screenshots just for comparison of similar structures on both engines. Builders:
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Access to almost any part of the city Assasin Creed style via rooftop
ERH+ replied to someTaff's topic in TDM Editors Guild
One thing about vertical movement: it could be pretty easy in narrow tunnels like chimneys, or even small gaps between buildings. If you can push your back against wall you wouldn't fall, all it need is ladder texture with crawling or "Thief3 gloves"-like sound. -
Change *Crystal Grave - Undead / Fortress
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How? BTW for now even translucent window texture don't cast not-translucent-part-of-texture shadows, is shadow/ light will be cast thru closed VP too?
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I have a bit different approach to modules, mine are smaller but I use less of them to build more varied rooms. And Z-fighting depends on grid discipline: when you use same length and thickness of wall everywhere, you don't need any improvisation -only time to make all modules match. It is worth that time because after they are done you will fit whole rooms in seconds, but you will get very homogeneous environment, it would be good for one big castle done in one style.
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I want emitter to follow other entity, for instance I have func_bobbing with boat model, and both water volume and water waves emitter are bind to boat. Or moving water column falling from water mill wheel, it need water splash emitter moving simultaneously.
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I would like to bind emitter to bobbing entity (ie water circles to bobbing boat, and similar), but emitter animation seems to speed up (or maybe reset), looks like its timer interfering with bobbing entity timing. Is there some solution to get proper animation?
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Yes but I want it to go to inventory, then player should be able to drop it. Ragdoll have all those 'shoulderable' args and I don't know if I just have to delete them and add inv_xxx args from playertools base.
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Is there a rat model, like this snail under nature/animals? I just found model arg in ragdoll rat and copy it to func_static.
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I want a dropable item with rat model, but when I copy/paste model from ragdoll rat, I have only black cube ingame. Do I need to do a rat model or is there some way to utilise existing one?
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Inability to drag a brush into existence
ERH+ replied to grayman's topic in DarkRadiant Feedback and Development
I spotted this rotate camera issue shortly after I updated DR. -
Yes I needed a magic detector, showing to player an illusion sigils (not visible to common people). My map Is pretty big city section (and canals, and area behind city walls) so player would need to scour it all once again -someone could get frustrated.
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Or it could be switched on like lantern, then switched between all beacons. Proximity could be illustrated just by sound.
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WOW that was quick, thank you ! Such script will have many uses, various devices, from Geiger counter to Ghostbusters detector, could sure find place in TDM universe.
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Can I modify compass so it will always point at some beacon entity?
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Just noticed that func_portal disable info_locationseparator (so I can't hear music change when I go into back alleys). Someone encountered same problem, any ideas how to fix this?
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According to mentioned art/craft line, Picasso would be artist but most of cubists should be considered as craftsmen and copyists. You could tell that landscape is piece of art, mostly because you remember it from your childhood as pattern of colour, or because its symmetry is somehow mesmerising. Artists don't just copy nature, they create simplified model of it, but still working with our senses in same way as nature's original. So you have Rothko's simple colour stripes representing landscape, or gate, and you still can tell what you looking at.
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If I'm making .ase model in DR, would be better to use only patches, or brush with no_draw walls will take same amount of memory? Should I use no_draw or caulc texture for unused surfaces, and what is a difference?
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BTW I wonder if information about time spended over every map could be roughly summed (e.i. with every autosave comparing to system clock), so mapper would have clear value, instead of "about 3 months".
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Fan Mission: Crystal Grave v2 (by ERH+ and Bikerdude) (2013/02/09)
ERH+ replied to ERH+'s topic in Fan Missions
My only problem with crouching is in water, when I can't reach ladder because I'm too short and can't evaluate level. I know this small frame around light gem rise according to crouch but it is too small/ dim. I guess I could modify (change colour or something) this element by my self and add to some fm. -
Builders would be easy to fix, just add black dots and rename them to Bug Lady worshippers.
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@Garreth it is just worldspawn as water, you need to RMB/create entity/darkmod/liquids/atdm:liquid_water_murky on that brush.
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I didn't spotted this error due to saving (yet), but func_static still degrade if I move it far from one point to another.
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If I remember correctly there was choice of "size" and "echo" (like carpet/stone tiles) for particular room zone. I thought I will try TDM reverb system, but it look like I need to crawl through this settings for every_single_room. In T3 editor at least rooms were separated automaticly (each one with different colour in 3d view), so I had just to pick them from list and assign ambient sound. Is there a chance that devs will take a look at simplifying reverb options in TDM?
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Fan Mission: Crystal Grave v2 (by ERH+ and Bikerdude) (2013/02/09)
ERH+ replied to ERH+'s topic in Fan Missions
Thanks for uploading this!