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Dunedain19

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Everything posted by Dunedain19

  1. Thanks, guys. I managed to figure it out! Another issue I'm having concerns readables. I am using the front "guis/readables/books/book_calig_carolingia_smaller.gui" and while all the words are correctly displaying in the Readables Editor, they are getting cut off from the bottom of the page in TDM. Any suggestions? Should I log a bugtracker? ---*---*--- EDIT: I have created a custom fireplace, using brushes and patches. While it looks great in-game, there are three issues. 1) For some reason, one of the rectangular brushes has a diagonal "light" line cutting through it. The brush is not cut in any way, so I'm confused as to why this is happening with this specific brush. 2) Despite lining up my patch-work perfectly in DR, for some reason, it appears that two pieces are not properly synced, which has the consequence that the player can see through. 3) I am having the light from the fireplace flames "bleed" through the top of the actual fireplace (it is a func_static, and converting back to worldspawn has no effect). Help would very much be appreciated! :-)
  2. Hello all, I am in the process of creating a display cabinet, which has loot inside. The cabinet has two glass doors that cover the main display area as well as four drawers below that. If this is possible, my idea is that the display cabinet should require two keys (one for the doors and another for the drawers). It should also be pickable, but this will prove challenging. How would I go about ensuring that the player is not able to frob through any of the doors so that don't grab the loot inside without having unlocked/picked each respective section?
  3. What has happened here? A struggle between two foes...or something else entirely?
  4. @Constantine. Fantastic work! Was all this built in DR? The seats look like they're imported from separate modelling software, I am correct? Also, the wood textures you are using are simply sublime! They're custom, right?
  5. I'm trying to figure out how to get the textures on arches to line up properly. The idea is that the textures on the arch internal "roof" should match those that face outwards (I hope this makes sense). Can anyone assist by providing a quick tutorial?
  6. Being ill really sucks!

    1. Airship Ballet

      Airship Ballet

      If your stomach's upset, shave some ginger into your favorite soup. Shit's rad!

    2. Sotha

      Sotha

      Aye! Get well soon!

  7. Ugly or not, I would still appreciate it if someone could put up the screenshots.
  8. @AluminumHaste I have just finished scaling the arches to fit the room, and now I can't wait to show off the finished room (under construction at present) in the "What are you working on?" thread! @ ERH+ Wow...just wow! Incredible work!
  9. Thanks so much! Looking at it now, I am simply marveling that you did it so quickly. I just need to play with the scale, so that it will fit the room in question.
  10. @AluminumHaste Exactly! Please can you upload the map file, so I can see how you created it?
  11. Thanks for the suggestion, Moonbo. I will check it out, been a while since I played Lords and Legacy.
  12. Sadly, my post isn't accompanied by an inspirational image. I am planning to build an elevator for my WIP. I was searching for images of Victorian elevators and never really found anything suitable. As it turns out, I discovered that the much-maligned 2014 Thief game has an elevator in Chapter 6. From the playthrough videos that I've seen, it looks very impressive and is something that I would like to build in DR (or at least...attempt). The main obstacle is that I don't own a copy of Thief (2014) so I cannot examine the architecture from the various angles needed to gain an understanding of its construction, and online videos are focused on getting through the area, rather than admiring the scenery. Would it be possible if someone - with a copy (obviously ) - could kindly take some screenshots for me?
  13. I am trying to build a vaulted ceiling for the one room in my WIP. The design that I am going for is similar to the picture below. The idea is that the room is rectangular with the roof being supported by columns along its length; the arches connect to each other (at the same column anchor point) both width-wise and length-wise. While creating a single arch is not an issue, the problem arises when it comes to adding the longer arch to the same column. Try as I may, I cannot seem to get the patches to work properly, so that they don't overlap and at the same time, keep their form. Can anyone offer me assistance?
  14. Nope. I had no idea you had to do this. The wiki makes no mention of needing to switch active layers. Only when you hold the mouse over the layers tab does it mention the what functions Shift and Ctrl have. I moved everything away from the Default layer, switched my 'active' layer to the room I'm working on - and that seems to have solved everything. Thanks so much SteveL and AB. (Looks like another wiki needs updating...)
  15. As my WIP has become quite complex. I have been using the layers system to keep everything organized. The wiki on Layers states the following: By clicking on the checkbox to the left of the layer name you can show/hide a layer respectively it's elements However, clicking the checkbox does absolutely nothing. The only way to hide the elements pertaining to the layer is to press 'H' after clicking the layer name. This becomes incredibly frustrating if I am working in another layer and want to quickly hide something there. As soon as I un-hide that selection, all the previously hidden layers become visible again. My work-rate has literally crashed because of this constant back and forth. FYI: I am using DR 2.02
  16. @Obs: I am learning that - hence, the ;-) at the end.
  17. Sure, but that means finding someone who is both willing and has the time to do so. Also, as Obs has correctly noted above me - the A-Z is not the be all and end all of the knowledge that one will require over the course of building a mission. Once you've grasped the essentials, I would likewise recommend that you create a dedicated thread for your own questions, or simply search/ask here in the "Newbie Questions" thread. Word to the wise: be careful about suggesting wiki updates around STiFU - or you'll receive a response similar to the one I got in "Dunedain19's Stuff" - when I suggested that a certain wiki needed TLC... ;-)
  18. Only my pleasure. (100th post \o/ )
  19. I assume you are starting up TDM, opening the console and typing in "dmap"? After this, dmap will run. If there are any leaks, it will alert you. If not, it will complete and you will still be at the main menu screen. After this, open up the console again. Simply remove the D from "dmap" to make it "map" and then hit enter. Your mission should then load.
  20. @Gast A number of things that I have noticed vis-a-vis the material code you posted above. 1. qer_editorimage This should be the name of the texture (i.e. stone) plus _ed. Thus, properly written it should be textures/map1/stone_ed I have discovered that the qer_editorimage file is critically important. DR seemingly does not only use it as a thumbnail, but rather, it uses it to define how the texture is actually displayed when applied to worldspawn/patches. Therefore, it must match your diffuse image exactly. In the case where they differ, DR will use the _ed file over the diffuse. (If someone could kindly explain why this is the case, I would be very appreciative.) 2. Keep everything consistent, as Springheel has pointed out above. ---*--- For my own part, I am having difficulty with getting my custom "planks" to extend properly. While, I did succeed previously, I lost the original individual plank nature of that texture. I have tried the manual "offset" method, but that only succeeds in creating a texture with visible horizontal/vertical “flip” lines in the centre. If I use the "make seamless" filter in GIMP, it alters the texture, and if I leave the texture as found - then it appears as square segments. The "make seamless" filter just seems to work best with random repeating patterns, like flat metals. If anyone could assist me in figuring out how to get the planks textures to work properly, that would be great.
  21. Yes, I'm sure. I'm using four atdm:cagelight entities and all four are being simultaneously relit/extinguished. EDIT: I tested again, turning up the volume on my speakers, and I made an interesting discovery. What is happening is that the "air bubble" from the fire arrow is actually pushing the button controlling the lights. The sound of the exploding fire arrow was masking the sound of the button being used. Just how big is the radius of the air bubble, because the switch is 112 DU away? This actually isn't the case at all. After reading this, I went back to my WIP to test this and despite firing fire arrows directly at the gas lamp entities, they continue to stay lit/unlit.
  22. However, shouldn't fire arrows have no effect on electric lights? As it stands, when fired at electric lights that are either on or off, a fire arrow will change the lights to the opposite state. Surely, this should not be happening?
  23. Okay, it's a fair point about the bomb being too similar to an arrow. To take inspiration from the recent Battlefield: Hardline beta: as a Recon class, the player had access to explosive charges that could be mounted literally anywhere. When an enemy passed through the laser beam that extended from the device, it detonated. So how about a wall-mounted mine that is connected to a trip wire? In order to work correctly there are two steps the player must perform. Firstly, the gas wall mine must be mounted on a wall - its base would be "sticky" so once it has been rotated so that its base comes into contact with the wall, the player can then move it around (while it remains on the wall). Once the player has placed it in their desired location, then a trip wire (along with a tether) will be spawned that the player must extend across the floor. The wire will be a certain length (perhaps longer ones can be bought for a premium?), which would compel the player to think strategically about where to place the wall-mounted mine. After the trip wire has been set-up, when a guard crosses it, the wire is yanked from the wall-mounted gas mine, the mine shoots out a plume of gas that knockouts the guard. Thoughts?
  24. Thanks, Sotha. I will do that. @Springheel Perhaps, someone could transform a flashbomb into a gasbomb that the player can lob? The bomb is primed by the player depressing a button prior to lobbing, a timer counts down 3 seconds and then the gas is released via tiny holes that cover the entire sphere. Just my thoughts on how it could work.
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