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datiswous

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Posts posted by datiswous

  1. I never used it, but I think it could be useful. I think nobody made a good example video or other tutorial (I think) and so nobody seen it being a useful feature for.

    Thanks for reminding me about this feature. 😁

    Could it be a plugin? So it is an optional feature that doesn't clutter the ui when not activated.

    Edit: I thought it could be useful in 3d view, but it's in 2d view on all xyz views, which I personally don't find so useful.

  2. It's the atdm:gui_message entity with gui tdm_message.gui . The strange thing in the training mission is that the issue doesn't happen with the messages in the starter room. Only the later ones. It also doesn't happen in the archery range. At least in my tests.

    Could also have something to do with the trigger maybe?

  3. 5 hours ago, Obsttorte said:

    One big advantage of combined entities, for example torch models with a light def_attached to them, is, that you can alter the appearence of ALL those entities by making one adjustment in the respective definition file. If you use your approach and notice later on that something with the torches isn't quiet right (let's say, they are a bit too bright, making the mission too hard), you would have to go through all said torch lights to change that.

    Afaik you could create a seperate definition for the model and a definition for the light (in one def file), then you can change that def file.

     

    5 hours ago, Obsttorte said:

    You can edit combined entities as easy as non combined ones. And electric lights are one entity either way, so it really makes no difference there.

    Some of these combined entities don't have a viewable and changeble light radious it seems and you can't change the position of the light itself (I couldn't find a way).

  4. Curently I can't add spawnargs to grouped entities. I first have to ungroup them. I don't know if this is possible, but maybe there is a way to list all the entities within grouped entities, so that you can add spwanargs to them.

    I guess there should be 2 ways:

    • Add spawnarg to group of entities of same type (so there should be a hierarchy)
    • Add spawnarg to seperate entities of grouped entities

    I don't know if there's real need for it, from mappers perspective but I think it could be useful.

  5. On 10/8/2022 at 2:28 PM, Obsttorte said:

    There is no need to create light source and model seperately. You can easely tweak the light on combined entities, and having two seperate entities serving one purpose is a guarantee for additional work and errors. If you shift the light, you have to shift both entities, if you want to create a copy of the light, you have to copy both etc...

    You should really not get used to this kind of workflow. Create lights via the create entity menu.

    There is this video from Sotha, where he advices the oposite (if I understand correctly):

     

    On 10/8/2022 at 2:28 PM, Obsttorte said:

    If you shift the light, you have to shift both entities, if you want to create a copy of the light, you have to copy both etc...

    You can just group them and then they move and copy together. With the (possible) benifit that you can always ungroup them and alter them independedly, if needed.

  6. On 10/2/2022 at 10:46 PM, datiswous said:

    Alternatively having a shortcut key for adding a layer of selected stuff could be useful?

    Whoops, they already exist for layers 1 to 10.

    Whould be better though if the hide and show layer shortcut-keys were toggles I think. Currently I have to set 1 shortcut-key to hide layer 1 and another shortcut-key to show layer 1.

  7. An idea for a submission requirement (I mean something that gives a mapper more points if they include it):

    Missions which are designed so that the vine-arrow, moss-arrow, mines and flashbombs are more useful than in most other missions. These tools are universal, but often aren't so necessary to use and the vine arrow is often not included at all.

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