Jump to content
The Dark Mod Forums

Search the Community

Showing results for '/tags/forums/learning mapping/'.

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • General Discussion
    • News & Announcements
    • The Dark Mod
    • Fan Missions
    • Off-Topic
  • Feedback and Support
    • TDM Tech Support
    • DarkRadiant Feedback and Development
    • I want to Help
  • Editing and Design
    • TDM Editors Guild
    • Art Assets
    • Music & SFX

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


AIM


MSN


Website URL


ICQ


Yahoo


Jabber


Skype


Location


Interests

  1. always learning.

  2. 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. ;)

  3. Love your signature over at the Eidos forums. Hahaha!

    1. Maijstral

      Maijstral

      I don't normally even use signatures, but I've used a few to voice my displeasure at what EM is doing to Thief. I'll probably stick with that one until I lose interest in visiting the EM forums.

  4. well i'm back on track with my FM now, but i can foresee a lot of questions that don't necessarily fit into the newbie thread in the near future. So - what exactly does it mean when you get better FPS in the void than in your proper FM area? and when i say better i mean like +15 to 25 fps. So far the map is divided into one major visleaf (outside) and 4 minor ones (inside house). After deleting all decals, lights, and AI i still get 35-40 fps standing in the courtyard outside area. When i put on no-clip and hop into the void, looking back over the entire mapped area, i get 60fps. what - tha - fuk? edit: vsync is already turned off
    1. rebb

      rebb

      What a pisstake ;)

    2. Diego

      Diego

      Now players will not onlyget spit on while hiding, they will be pissed on too!

  5. 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.

  6. 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...

  7. Trying to finish ai/objectives on his contest map, while learning how

  8. 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!

  9. Ok i have Windows 7 installed, i just load the mod and start the Learning mission with no problems at all..but it seems the map its upside down..i mean i start at the roof and not at the floor? Any ideia?
  10. modetwo

    Forums fixed

    Had a problem with the web server yesterday that led to a crashed table in the forum database. This has now been repaired and things seems to work again. I was on travel so it took a while before I was able to fix it. Merry Christmas!
  11. I can get on the main forum now but still get an error when trying to load posts. Anyone else?
    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:)

  12. Yes, you are still viewing The Dark Mod Forums I've just finished the upgrade of our IPB Board Forums to the latest release. Packed with new features, rewritten code and all that. Have a look around. The skin is currently the default one, but will sooner or later be converted to a darker skin, to fit the Dark Mod universe. Also note that the forums have been moved from http://modetwo.net/darkmod to it's own sub-domain: http://forums.thedarkmod.com - all forum links will still work tho, thanks to Apache's rewrite-plugin. Please report any bugs, requests and comments in this thread. PS: The forums will run a bit slow the first hours as the cache is being rebuilt.
  13. I spent the past few hours compiling a list of 2000 most commonly used German words and their English translations. Turns out over the past few years I have forgotten all computer skills, so it took a bit longer than expected. I can't query, program or script anymore, even forgot html. I learn fast and forget fast. In 2006 I started learning Japanese using the Pimsleur method, but what stopped me was the time it consumed, you can't control the speed of learning. In 2007 I started learning Chinese because it seemed more reasonable given that 80% of my classmates speak it. After a month I could hold simple conversations, and attepted to do so. However, it took me 3 times of saying something for them to begin understanding, apparently that's how horrible my accent was, so after those attempts I lost any spirit to continue using my Pimsleur CDs. (I think English-speaking Toronto-inhabiting people are used to English-breaking immigrants and are capable of understanding them, but Chinese people expect complete native Chinese pronunciation.) In our chemistry labs we have some documentation, textbooks, and some old yellowed posters on the wall in German. The Engineering library also contains mostly English works, with the remaining 20% being German, French, japanese, Chinese, Russian, Arabic. Recently I've been listening to a lot of German rock music. I've frequently thought most language-learning methods are very mismatched to how I learn. Most technical education is also mismatched. Usually any learning consists of long boring periods where my concentration is not needed, with very dense periods where I'm too relaxed to concentrate, and consequently fall behind. This led me to believe the best way of learning a language (once you're exposed to it) is to memorize a list of most commonly used words. And I am mostly exposed to Mandarin, French, German, Japanese, and formerly, Hindi, and Arabic. Because of the above I've compiled the 2000-word list, which Should give me about 75-80% word coverage in average reading materials, and I got a very popular Children's book, "Der Struwwelpeter" at http://de.wikisource.org/wiki/Der_Struwwelpeter. However, the Children's book seems a bit too short, and I was hoping if somebody like Sparhawk could point out where I could download other suitable reading materials with simple sentence structure and vocabulary. PS, there was a time whhen I could hold a conversation in French, Dutch and German, and could read Arabic, but I learn fast and forget fast. Last year I spoke Japanese to professor Masahiro Kawaji, he told me I should speak to Douglas Reeve instead. For some reason that demoralized me and I put away the Pimsleur CDs.
  14. 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?
  15. Tr00pertj

    TDM Forums

    Have I been hacked or is the site being rebuilt or hacked?
  16. 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.
  17. 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.
  18. 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!

×
×
  • Create New...