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  1. What's going on with the Thi4f forums? They've been down for almost a week now.

    1. Show previous comments  1 more
    2. Sir Taffsalot

      Sir Taffsalot

      Well that's not going to work. If they can't post about Thi4f on the Thi4f forums they can come and post about TDM on the TDM forums.

    3. jtr7

      jtr7

      People thought it was the server migration under Square-Enix that we've been told about, but they came back online like nothing happened, and the dedicated thread about the coming migration had no new info.

      Can't see this?:

      http://forums.eidosgames.com/showthread.php?t=139127

    4. stumpy

      stumpy

      maybe it was a migration test, and it broke.

  2. Holy crap are we getting another download spike? The forums keep going intermittent on me.

    1. Springheel

      Springheel

      The forums aren't on the same servers as the downloads.

    2. stumpy

      stumpy

      its sunday, the internet is always slow on a sunday for some reason.

    3. Lux

      Lux

      "for some reason" I imagine is you being sarcastic as we all know everybody and their brother/sister are online on Sunday either shopping or looking at porn combined with all the gaming packets.

       

      I'm sure there are also people just "reading things for the articles" though...

  3. Mapping... its surprisingly addictive! After you build something basic, you start thinking "What if I add on an area like this?"... and so you do it. Then you decide to tweak things and add some more...

    1. Show previous comments  1 more
    2. PranQster

      PranQster

      LOL. It is rather addicting.

    3. Springheel

      Springheel

      Join us! Join us now!

    4. Obsttorte

      Obsttorte

      Just make sure you start with a small mission, or the addiction will show it's side-effects. ;)

  4. Just a heads up that the header images are now missing from the top of the forum. I suspect due to domain forwarding or something like that?
  5. Tr00pertj

    TDM Forums

    Have I been hacked or is the site being rebuilt or hacked?
    1. Show previous comments  1 more
    2. Sotha

      Sotha

      Congrats! First one is The First one!

    3. Sir Taffsalot

      Sir Taffsalot

      If "its done!" why do we have to wait until next week? Congratulations on your first FM! I look really look forward to playing this.

    4. Kvorning

      Kvorning

      To let you know a bit in advance if you have a tight schedule and to catch last few things and tweaks:)

  6. I love everything about mapping except for AI patrol routes. I find this ever so boring :(

    1. Show previous comments  7 more
    2. nbohr1more

      nbohr1more

      If I recall correctly you can spawn entities when playing your map and save them in-place. You could pretend to be a guard and leave a trail of stuff where you wander then make your paths match those trails of stuff.

    3. nbohr1more
    4. Sir Taffsalot

      Sir Taffsalot

      Nbohr that sounds like a great way of doing AI patrol routes. Will give it a go. Thanks!

  7. Hey guys, as suggested by Demagogue, I'm creating this thread to answer things I come across while creating my FM. I'm sure you guys/gals are familiar. So this is brought over from my other thread where it was misplaced: ______________________________________________________ Hey, I noticed in the Radiant editor when I select "P" for preferences > Camera > uncheck "Enable far-clip plane", everything in the Camera view window turns to the "Shader not found" texture. I fixed it by exiting and reloading the editor, however after changing this setting, when the DarkRadiant editor launches its asks me again to configure the Engine path. I've subsequently noticed that if I change the Camera Settings > Movement Speed (game units) slider from the default to anything, e.g. moving it 1 notch either direction, it does the same thing to the camera view. I'm assuming this is because I have Doom3 and TDM installed in the Steam directory and its looking in the default location C:/Games/Doom3 and can't find it. After editing the path back to the Steam directory and then reloading the map I was working on, now the setting is correctly enabled/disabled however the picture I hung on the wall shows the "NoDraw" texture for the picture inside the correctly textured frame. The Necklace on the table is just a green blob which I'm assuming is the "collision" texture because it has been added to my Texture Browser. And the stone and wooden floor textures have been scaled way back and are now tiny repeating textures. Pulling up the Surface Inspector and re-selecting the brushes and clicking the Modify Texture > Natural button fixes them. Default Scale is set to .3, I believe it was .5. It appears its a good idea to set the preferences prior to starting brush creation? If a preferences change is made later will this create many issues on the map? It appears I was looking for "cubic clip the camera view" and instead changed the camera option in the prefs instead. Repeating this causes again all textures in the camera viewport to render as "shader not found", checking the game engine path again in Preferences > Game > , it has been blanked. Relocating game engine path using the "..." button restores all textures except the picture in the frame (no draw texture) and the necklace on the table (collision texture). Is this a known bug? The map complies fine with no red error messages and the textures are there once the map loads. Also the necklace looks fine and is frobbable and not jittering around like its colliding with the table. ______________________________________ Not sure if that is just Nvidia's latest WHQL driver issue not updating the 3d viewport or something that pertains to a Steam installation or what. First of all, thank you Fidcal for an excellent and methodical tutorial! Also, Im guessing either I'm misreading directions or some of the info on the A-Z tutorial is outdated because of 1.08 game engine update changes? I've run in to a couple issues so far and these questions will pertain to the A-Z tutorial. 1) Fog - bottom of page 3 Created as indicated in the testMap yard. Create a light in the normal way in the centre of the yard and drag out its box to fill the yard north to south and from the east wall the wall with the door. It should have the height from floor right up to the sky. J for light properties Give it a brightness VALUE 25 On the right is the list showing fogs and lights so choose fogs and select delta1_fog. You can try others but there is not a lot of difference and some do not seem to work. J to close light properties. In Entity Inspector give it the property shaderParm3 and a value of 600. This is the distance in units beyond which the fog is completely opaque. Our yard is about 640 units long so if you look from one end then the farthest wall is whited out. Take a few steps and it starts to appear. When this renders it looks like you're walking through a solidish block of translucent white/grey z-fighting mess. Tons of flickering and no puffy areas or clearish areas, etc. Very homogeneous throughout the air. Does an alpha mask need applied to this? Have the settings for this changed or is this graphic driver related? 2) Performance: Hiding Distant Rain If you change the rain and splash patches to func_static entities you can add some properties that hide distant rain so improving performance. I used it in the extended released version of Thief's Den but it is not critical in this small yard so I will only mention it here briefly... hide_distance n = distance in n units beyond which a rain patch is 'switched off'. dist_check_period n = how often in milliseconds the distance is checked. Too-frequent testing reduces performance; too-infrequent will cause a visible delay. For rain I used 0.25. dist_check_xy n = if 1 then only horizontal distance is tested not vertical. Set to 1 for rain/snow. Hung up here on changing the Rain and Splash patches to func_static entities. I Alt-Shift select them one at a time and the Entity properties are "classname: worldspawn". If I select that I get the "Choose entity class..." at the bottom where I can select Func_Static and hit the Add button to close that dialogue. Nothing is apparently added though. The classname remains "worldspawn". Also tried altering to func_static after adding the 3 parms above however no change is apparent. I also tried typing it in directly in the lower entry boxes with no change. Also, I noticed at the bottom of the "choose entity class..." dialogue when you initially open it and "worldspawn" is selected, it reads, "Every map should have exactly 1 worldspawn". So now after I've added the three parameters, they're obviously being applied to all brushes classed as worldspawn. If I alt-shift select any brush in the world now, they all have these three parms, hide_distance, dist_check_period, dist_check_xy, so clearly I'm doing something wrong in that I can't get the Func_static class to apply to the rain and rain_splash patches. EDIT: Looking at a door that I have added the "mover" entity property to and changed the classname to "atdm:mover_door", I see "func_static7" is added to this Entity, so in the same way do I need to add the parm "name" and then assign it the "func_static" value? Does the "classname" remain "worldspawn" or does this need altered? Note: The rain and rain_splash patches are correctly rendering in-game and compiling without errors to my knowledge. Note2: When I launch TDM and pull up the console I get 147 warnings about file missing, various sounds (Thunder), materials, etc. Note3: When I dmap my test map, the only warnings I receive are are (3) Warning: Node without a volume under the "TreePortals" section of three different areas.
  8. Just wanted to say, Hello! From reading through various posts in the forums it seems like a great community and I hope to become a part of it. So I got the hankering for some Thief as of late and stumbled on TDM through some googling. After purchasing Doom 3 through Steam and instaling TDM, I have been nostalgiacly playing through many of the FMs and have also decided to d/l the Radiant editor and start making a mission, maybe many, we'll see. As it turns out also, I just started (today!) my 1 week vacation from work and intend to dive in to the Radiant editor and am currently going through the A-Z wiki on it. A bit of background on me, I 'used' to work in application support till the economic crash a couple years ago and was laid off and am now running a machining center at a local machine shop, using Mastercam daily, 2D/3D stuff and have always wanted to make a mission/game, and decided since I've always enjoyed the Thief series and stealth gameplay so much, this is where I would start. After getting to my third year in Mechanical Technology I changed my major to Information Technology (should have went with straight Computer Science but ahhh hindsight). I've always loved building things and designing things and also really enjoy computers, art, audio, and the entire visual experience as presented to a user. I have created a couple playable maps before using the older source engine editor so I'm vaguely familiar with 3D modeling, skyboxes, lighting, AI pathing, etc. That's been over 10 years ago though. I got familiar with 3dsmax, ProE, Autocad, and Mastercam in my first major during school so that helps a bit when familiarizing with a new editor and as previously mentioned I've dabbled around in the Valve Source editor. I'm also very much looking forward to the Crucible of Omens campaign created by the marvelous talent at TDM and would like to help in any way I can once I'm familiar with the Radiant engine. I can also do many many voices, I've often thought about moving out to Cali from Indiana and finding work in voice-overs, voice acting, etc. All this started as a youngster with little friends, time on my hands, and imaginary friends. Wow that's hard to admit. So anyway, I've been working on a shadowy Garrett voice, and can do guards and some women characters with old, old english, gruff, slippery, sneaky, terrifying, voices and personalities. Just thought I'd mention that as it may be a way that I could contribute early on and would also enjoy. So anyway, too much about me and not enough A-Z wiki, back to the tutorial! Glad to be here and hope for good things to come.
  9. I haven't been around too much recently, but when I do look into the forums every so often, I am always amazed how much progress is being made on the mod. Great work people!

    1. Show previous comments  1 more
    2. Sir Taffsalot

      Sir Taffsalot

      I wish there was a way we could play against each other on line.

    3. Melan

      Melan

      Neat, but a gimmick.

    4. Sir Taffsalot

      Sir Taffsalot

      True but its Chess meets Thief! The best gimmick ever!

  10. Does anybody else have this problem? In the (European) evenings the forum is unbearable slow. The server is delivering about 8Kbyte/s, sometimes less and usually stops midwhere during loading the page. Sometimes you can't even get the index page, sometimes you can log in, but then only get half of the overview etc. In the mornings everything is snappy.
    1. Show previous comments  1 more
    2. lost_soul

      lost_soul

      I never got into BSD, though I've installed it once or twice. This is another reason to check it out.

    3. simplen00b

      simplen00b

      @Sir Tafs: +1 (zillion)

    4. Serpentine

      Serpentine

      The BSD's arn't for everyone, but within their goals, simple code and mailing lists lies a lot of goodness and simplicity. I love the underdogs. Anyhoo work will be Linux friendly too. Portability is a cornerstone for good code.

  11. So, as everybody seems to have his own mapping thread, I thought about starting my own. I'm currently working on my map for the "unusual gameplay contest" and just set up a nice working elevator. I took a look one the multi-level elevator tutorial on the wiki and I think that my approach is much more easy to implement, so I thought I could describe it here. The elevator consists out of three parts: - a func_mover entity that will be our elevator-platform - the buttons that will control the elevator - a couple of waypoints, one for each floor what else do we need: a really short script, I'll go to explain further down The first step is to create an elevator-platform. This is your part . If your done with it change its classname to func mover (under entities/func/movers). Rename it to platform. (The names are for referance. Of course you can choose them as you like). The next step is to create some path_corner entities and place them, where you want your platform to stop. Be aware that the origin of the platform entity will move to the center of the bottom face of the pink block representing the path_corner. Let the platform target the path_corners. Make sure you start with "target0", then "target1" and so one. Start with the lowest path_corner and move upwards level by level. Create buttons for every floor on one of the levels. For the other you can just copy them around when we've set them up. On the buttons, you have to set three spawnargs. - target: let the buttons target the platform (so you have to insert its name here) - state_change_callback: set this to "movePlat". This is the name of the function we'll use to move the elevator - moveDir: set this to "0" for the lowest button, "1" for the next one and so one. This spawnarg controls which path_corner the platform should move to When you're done, copy the buttons to where else you'll need them. Ok, that's the setup in Dark Radiant. Now everything that's is needed is a script. And here it is. void movePlat(entity button,boolean bOpen,boolean bLocked,boolean bInterrupted) { entity mover = button.getEntityKey("target"); entity target = mover.getEntityKey("target"+button.getKey("moveDir")); mover.moveTo(target); } The "state_change_callback" is called everytime when the state of the specific object was changed, for example if a button is pressed. The function receives four arguments, of which we will only need the first one. The entity that we get here is the one who has called the script. In this case, the button we have pressed. Now what does the code do. The first line brings us the entity targeted by the button. This is our platform. We need to know this as we want to make it move The second line gives us the path_corner the platform should move to. Here you can see why you should start targeting them from 0 upwards and what the "moveDir" spawnarg is used for. An example: If you push a button whichs "moveDir" spawnarg is "1", than the platform targeted by the button will move to the path_corner targeted by the platform via the spawnarg "target1". The last line is quite self-explaining. It tells the platform to move to the designated path_corner. That's it. Pro's: - short code that is used for every elevator in the map (in fact you can use it for everything that translates) - fast setup Con's: - As I didn't tested it very much I don't know any if you find some please report here What is missing: - there are no sounds set up yet (will add them as soos as possible) - AI's should not yet be able to use the elevator (dido)
  12. Feeling encouraged to start mapping again :)

    1. Show previous comments  7 more
    2. demagogue

      demagogue

      For the record, I get voice actors from people doing vlogs on YouTube, so I know what I'm getting & they're already predisposed to participate.

    3. SeriousToni

      SeriousToni

      Would be cool if you could get this girl back and finish the job :)

    4. Sotha

      Sotha

      Excellent! I'll await all your contributions with overflowing enthusiasm! Heja Sverige!

    1. Show previous comments  9 more
    2. demagogue

      demagogue

      (We can leave the thread for journalism corruption, but just on this...) Then the issue in academia is money flowing to the more corruptable fields like science & engineering with the big corporate grants & revolving door with staff. The humanities might not get that, but OTOH they are getting pressured to "justify their existence" financially. I could probably agree it's rife in almost any human field though, as long as there are incentives there will be corruption.

    3. demagogue

      demagogue

      Or then we have the "uncorruptable" critical academics, but then they're basing their work on Derrida or Marx and are so detached from reality they throw their credibility out the window. It's good to be critically detached, not so good to be derailed from reality. My position in law sometimes is something like a critical realism, but it's practically an orphan position. (You want to protect victims *and* think science works??? Wha...?)

    4. Sotha

      Sotha

      Who is uncorruptable anyways? I cannot convince even myself that I would be uncorruptable in every situation. And I perceive myself to be situated in the more-reliable-than-50%-of-the-general-population side in the gaussian distribution curve of corruption. Problematic, yes?

  13. For the last 1-2 weeks the forums have been really slow and unresponsive for me, when I type a post half the time it just sits there etc.. is anyone else having the same issues..?
  14. Announcing: a Dark Mod mini-FM: An orphan's auction. Here's a couple teaser screenshots, a bit dark, but I'm happy to receive feedback. It's my first map, so it is only a small collection of rooms and an outdoor street environment. I'm focusing on gameplay and dynamics, it's pretty neat so far and easily my most successful attempt. Couple issues: 1. I'm having trouble getting the "knockout no one" object to work. I don't know why it's not working. All the AI are on Team 1, and I have an objective set something like "Do Not Knockout 1 person on team 1" 2. I haven't been able to get my readable working. I'll have to post later but it says something like it can't find the resource (created in the readable editor). Are these copied by hand ? 3. Is the darkness in the screen shots indicative that it is too dark, looks quite a bit lighter on my setup. I'm worried that other players would find it to be too dark on their setups.
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