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ERH+

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Everything posted by ERH+

  1. Added some temporary lights to FM that is just entering beta - I guess there is not much to show if all lights are off in your mission... http://forums.thedarkmod.com/topic/19886-fm-marsh-of-rahena-beta-testing/
  2. Heard a lot about bad editing on channels like Red Letter Media or Rossatron, found this one about good fast cuts.
  3. I've just started working on my laptop with darkradiant and suddenly loading big map almost choke completely whole system. I remember working on large maps on this computer in the past and it never happened. DR eats almost all ram and only filtering func_statics make it barely usable. It have FPS count almost like when I noclip in-game and all visportals are off - but it happens in DR. Any solutions? ("cubic clip the camera view" don't resolve it at all). Older version of DR work the same way, what could have made such drastic change?
  4. Voted maintaining the state of the lightswitch. But if there are AI in the area they would turn things on and off to check if lights work, making it more random. This would also need to be vocalised in one way or another. Also you can introduce further rules for wireless electricity (how things work when they "lose signal") and distinguish between "antenna" switches/ machines and those with thick cable stretching across whole building.
  5. Ok I've messed up by adding unprocessed image as normalmap.
  6. .tga shows as green, .dds are just black.
  7. I have problem with custom textures. While some looks as they should, others appear with terribly distorted colours. I'm using as a template material like this: textures/painting_1 { wood diffusemap textures/paintings1 { if ( parm11 > 0 ) blend gl_dst_color, gl_one map _white rgb 0.40 * parm11 } { if ( parm11 > 0 ) blend add map textures/paintings1 rgb 0.15 * parm11 } // TDM Ambient Method Related { if (global5 == 1) blend add map textures/paintings1 scale 1, 1 red global2 green global3 blue global4 } { if (global5 == 2) blend add program ambientEnvironment.vfp vertexParm 0 1, 1, 1, 1 // UV Scales for Diffuse and Bump vertexParm 1 1, 1, 1, 1 // (X,Y) UV Scale for specular vertexParm 2 global2, global3, global4, 1 fragmentMap 0 cubeMap env/gen1 fragmentMap 1 _flat // Bump fragmentMap 2 textures/paintings1 // Diffuse fragmentMap 3 _black // Specular } } but image that should look like showed on right side, looks like on left. I have experimented even with stock painting and it still have broken at least rgb balance, but look better. (you can see what's left from custom portrait above the "stock" sorceress painting).
  8. Chute is touching visportal and works like a door - visportal is open or close whenever you use chute. Move chimney visportal down so it won't touch chute, then look for holes connecting outer area and room at the end of chimney.
  9. Change entity class of a gramophone to a atdm:mover_button, change "translate" so it won't move too much when frobbed. Target speaker from it. Also you can make some func_rotating with a disk model, targeted from gramophone as well.
  10. Or bat senses; how about visualising sounds - every active sound volume would produce concentric waves, or rather animated lights that shows for a brief moment silhouettes of surrounding objects. I've mentioned thermal vision somewhere else; it could work as an on/off switch for separate texture set - can a brush/patch/model surface have defined two separate textures, exchanged instantly just by a selected key?
  11. Seeing lifeforce like in tes4 oblivion. But how much more rendering it requires, does it work at the cost of droped textures?
  12. I have question about TDM stock assets - can I modify e.g. material definition (and/or texture image) and add it with comment "oryginal file by yyy, modyfied" or is it "locked" in oryginal form until I contact the author? Same for edited sounds, scripts..?
  13. There could be some examples when it would be a point in copying whole sections: expanding someones vision to make the game's world coherent. Using location's architectural style, revisiting same place in completely different scenario, using something like city's main hub as a starting point for new adventures - making the player already familiar with surroundings at the very beginning, so the hard part of creating immersion is achieved (by someone else!). But by definition it assumes you make it as clear as it can be that there is some story behind it, events already told, and it is in your interest to point to that source. You want to stand on someone shoulders. It is beyond me why someone as talented as Bikerdude need to take such a shortcut instead of making section from scratch, but if it is his weakness - and in any case I described - permission and crediting is a must.
  14. I have question about handling movables in front of the player, particularly lanterns. I want lantern to be not in the middle of FOV, but rather near one of the edges. Is movable's position (in the middle, mouse wheel zooms in/out) hardcoded, or can I edit these properties for lantern or for all movables and replace used action script in said lantern?
  15. Wiki don't say it is prohibited: http://wiki.thedarkmod.com/index.php?title=Scripting_basics#Discovery_.28or.2C_why_is_TDM_ignoring_my_script_file.3F.29
  16. Add targets/atdm:target_callscriptfunction; add spawnarg "call" "checkObjective"to it. target this entity from every object that supposed to be one of objectives. (I'm not sure if every frobable acts as a switch, but loot should do). also add text file yourmissionname.script to darkmod/scripts folder (containing Obsttorte's script), and line #include "script/yourmissionname.script"to tdm_custom_scripts.script file in said folder (if it's not there, make one). ********** Or in my approach: add triggers/trigger_count add to it spawnarg "count" "4"(if you want to toggle objective after finding 4 pieces) add targets/atdm:target_setobjective_state add to it spawnarg "obj_id1" "2"(if the objective number is 2) target trigger_count from every piece of objectives, target target_setobjective_state from trigger_count. Remember that if frobbed objects remain in game, player could toggle one object n times to comlete whole objective - in this case the object should be i.e. rendered unfrobable by script.
  17. Or make every component also target trigger_count, and this one will actually toggle objective after n times.
  18. Obsttorte made materials like that, and there were even reversed black'n'white on one of screenshots. Can one of these commands reverse colours?
  19. Would be nice to hold this lamp off centre, in up-right corner of FOV, so the shadows would be more decieving - but don;t know yet how to do this. And yes, this is yet another forgotten keep in the middle of a marsh. I just love this theme. But this time it's family reunion.
  20. About one month ago I was thinking "lets make a small Halloween mission"... Was working hard to finish it on time but now I think I will not make it, so at least I can show few images. Unfortunately you suppose to wander around the dark house with a lamp in your hand, so things pop out as you move and screenshots are not so useful. (Outer areas have a bit low FPS because water surface is reflective). You really need a compass on these swamps. I've noticed image compression after upload looks really bad with fog gradation. Most distant objects shows only as frames.
  21. Can an human ai fight with bare hands, like a skeleton? Either giving to the skeleton a townsfolk model, nor giving to townsfolk "unarmed_meelee" "1" make them able to actually attack others. They just stand really close.
  22. I'm trying to repaint tdm_townsfolk_commoner model and have this little parts in red texture, yet don't know where to find this part of the model's name - maybe it is shared among all ai models and is defined in some _base that I can't find. Anyone know how to address them?
  23. ERH+

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