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Posts posted by ERH+
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In 2.06 I have spotted few invisible triangles on brush surfaces. Nothing uncommon but they wern't there before 2.06.
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I've stumbled upon this video:
https://www.youtube.com/watch?v=yNbJb1NEGUk
And think it apples to the TDM world but it would require an organized (short) synopsis of different missions and glossary of names, too. I'm not sure if there is a list of mission types (horror, mansion, etc.) but it could describe this aspect as well.
A good place to start would be a bigger and more detailed map of universe than this, especially as we have moors now.
and if you think it should be as vague as it is - it still can if a scale of new places will be marked as a "point" with a number, the distance between Bridgeport and Braeden could be crammed with dozens of new locations.
I think it just will be more impactful for imagination, and there is still a place for a new solitary location that no one have stumbled yet (just think Morrowind map - as tangible as it is, and you can travel tenth time between two cities and discover a new tomb). You could even make a really blurred map of a whole world with dot-like links to images or texts, just like google maps. Or make a few world maps contradicting each other, and make a dispute about accuracy of places and events an ingame subject of controversy.
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Have you tried "surface inspektor" (S)? "Modify texture" "natural".
Or do another one but before folding - rotate it (patches sometimes respond differently to warping if you choose different end).
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Will it be included in 2.06? Do you have alredy some copy/paste templates, like small room, big room, sever, street, cave, forest?
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You mean .ase or .lwo?
Making text file in /def folder and changing extension to .def, then putting this inside?
entityDef atdm:aaa11 { "inherit" "func_static" "editor_usage" "aaa11" "model" "models/erh/submarine/aaa11.lwo" }
Or you mean animated models with skeletons?
I'm more curious how to export DR models without this lack of smoothing, I've searched for .ase-to-.lwo converter but 3D Object Converter makes .lwo file that can't be opened in DR.
Restricting "export to model" function only to boxes without any curves is a poor solution...
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Im not surprised the map is crashing, its the large one to date.
You can use the export to model function of DR 2.5.0, to get the numbers down (it noticeably reduce brush and entity count on my SH wip). Just don't do it on cylindrical models, as the export function remove the smoothing.
You are not paying attention, I said brush-based f_s work better than .ase .
From the other side - same model in .ase format weighs 800 and in .iobj 109?? That sounds promising...
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wip SotL:
cm - 141,299
proc - 118,434
map - 68,035
packed map - 120,061
This version is playable but crashes if I just load saved game, but not if I start a new game and THEN load a save.
In attempts of optimising it came out that turning brush/patch func_static into .ase models cause even worse effects, precisely in dmaping crashing.
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You are all talking about the number of brushes, but from my experience it is also related to the size of rooms - i.e. if you have a room 30k/30k in diameter it will run ok, but if enlarged to 50k it will start crashing (And it is not related to AI path finding - there wasn't any in area).
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Spawning objects:
ai enemy = sys.spawn("atdm:ai_undead_skeleton_bloody");
- this line will spawn an AI, but what should it look like to spawn a func_static? What should I put instead of "ai"?
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I have been continuing work on the second campaign mission and its close to being ready for beta testing and I am still determined to get it completed one way or another.
What kind of work is needed?
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Also compressed gas (any, but CO2 is common) would act as a "frost arrow", as it rapidly cools down while expanding.
-I don't know how hyperbolic is this "freezes all tissues and organs surrounding the point of injection on land or at sea" but for a sake of fiction it is good enough scientific explanation of freezing enemies with a missile.
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I think it'd be fun to have a series where mappers play through their own missions and talk about the process of building it as they go. Then you can hear their ideas on the exact scenes they visit. That might be both more interesting for the laity to watch and most practically useful for the mappers to learn from.
Are there any commentary tracks of a game you would suggest?
I found one article that points out things that matter in such media type:
https://www.popmatters.com/132540-video-game-commentary-2496120106.html
I guess it could be fun, especially if you could gather two or three people, or even open a chat with bigger group of TDM fandom that will ask questions and comment the author's playthrough.
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Models are great but all I can look at are soft shadows - it really makes the difference.
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When I start the TDM, start the mission from the beginning, or start the mission from the beginning and then load a savegame - it works fine. When I close TDM, start it again, and try to load a savegame - I have an error. The mission is pushed to the entity and collision limits, maybe loading mission and all changes written in the save file simultaneously is too much? Can I bypass it in some way (other than "please start the mission and THEN load a save file")?
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I've encountered a big problem with my wip map 'Seed of the Lodestar' - it starts and works without problems, but an error (malloc error 1048576) occurs while loading savegame after restarting TDM.
But - if I start the map from the beginning and then load savegame, it works well.
I've tried deleting whole sections of the map (it have five: the city, sea bottom/surface and ship's exterior, ships interior, arctic wreck, buried ruins) and removing only one section didn't fix the problem, even if entity limits seems to be in the safe zone afterwards. Also removing almost all of model files from /models folder makes fresh load-save work - so it may be related to model complexity. I've tried making all func_static no solid and it didn't help, so its not a collision limit problem.
Here's download link:
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I think I've tried idle_bark_interval_max and _min set really high - without effect, so I gave up.
vocal_set_mute
"inherit" "atdm:ai_vocal_set_base"
-so maybe there you can edit it, but I can't find it.
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Can I change objective's text length? By default every objective occupies three lines and anything beyond that will be cut out - is it hard-coded?
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entityDef atdm:ambient_head_3
{
"editor_displayFolder" "AI/ambient"
"spawnclass" "idAnimated"
"model" "head_01"
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Just wait till someone will retexture zombie with it's animations into old crippled man . "Zombies coming! Oh wait it is only grandma Lydia...". Old people asylum with non hostile zombie, repeating same lines and short stories like broken gramophone- how cosy idea for a mission location.
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I have script with
sys.setcvar("pm_walkspeed", 300);
for fast diving in huge water area, it is restored to 70 when needed - but if I end the game with 300 value ongoing, and restart whole game, I will run fast from the start. So cvar values like this one are stored somewhere even if game was restarted?
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I'm assuming skybox material like mountain_sunset works in a same way as cube map, and I can't rotate it by simply rotating patch. Do I need to make a new material definition with rearranged textures, or is there a simpler way?
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You can spawn, translate, rotate and remove entities via script. You can toggle aas routes (ai pathfinding) and block off areas, either via triggers or ... via script. So yes, it is possible.
But I'm asking about spawning random entity from a list, something like that:
room = sys.spawn(RoomList);
RoomList
{
room1
room2
room3
...
}
room.setOrigin('-352 -64 -2144');
room.setAngles('0 90 0');
And I have no idea what exact command would work in that way.
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Since it will take place on an island, I have to cover the area with cliffs. My cliffs look extremely bad - I used brushes, cut them into pieces, extended the verts and finally added stone textures...these visuals really hurt the eye and I have to think about something else. I am wondering how Bikedude and ERH+ created these cool cliffs with patches. If I use patches, then the result looks extraordinary roundish instead of jagged.Use "shift-s" for patch inspector and change number of subdivisions, or select vertices "v" and push green dots into pink ones, if you need jagged shape in one place of the same patch and smooth in the other.
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Fan Mission: The Arena by ERH+
in Fan Missions
Posted
Correct, you can't get to the mission finish screen. You have too much power over all variables, so end screen won't mean too much. Maybe I could make up better objectives than "achievements", but it supposed to be as simple as possible because it don't work in any linear way like normal mission do.