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  1. Have you done the things in http://wiki.thedarkmod.com/index.php?title=Performance_Tweaks New Horizon also recently mentioned another tweak that might help by reducing max texture size.
  2. It mentions this in the Doors article on the wiki but it is rather lost in a paragraph and might be better emphasised: There is a lot of stuff to learn so it's not surprising we all miss things.
  3. If it's ATX, then it should...but please do some research before trying anything like this. Google is your friend, and if you have any friends who have ever built their own computers, or are competent in such things, get their help. Buy yourself an anti-static wrist strap so you don't accidentally fry anything. http://en.wikipedia.org/wiki/Antistatic_wrist_strap Something like this is relatively easy if you do some homework and don't rush into it blind.
  4. rafters so I should stick the lockpicking to one or two pins and three pins for difficult locks, there isn't anything in the wiki about whats the best setting for lockpicking, I suppose as maps get bigger and with more stuff in them, that lockpicking will get more irratating with too many pins, seeing as the random jiggling locking handle is random. what officially happened to lord dufford
  5. I forgot to update that page, but I compiled the MayaImport DLLs for 2008, 2009 and 2010 some time ago. Maya 8.5 (and I think 2008 too) has issues when rigging multiple meshes to a skeleton (model ends up borked in Doom 3), but Maya 2009 is working fine, at least on my end. Go for 2009, I'd say. That wiki article is updated, btw.
  6. Ah, yes, heh, I was in a rush to notice that you already explained that :s. Alright, I've been looking over the wiki for importing from Maya and I ran across the download page for the MayaImportx86 versions. I've got 2009, would version 8.5 still work or would I have to downgrade?
  7. Thanks for the replies. I think I'm going to try and use strange angles only for façades for the time being, considering this is the first proper map that I'm making. What I've done so far hasn't exactly been hard - just too time consuming. I'm trying to think ahead for visportals too, and streets really are something else to plan for. How do I use this cutter tool? I couldn't find it on the wiki. Also, Diego's idea of a local coordinate system sounds really interesting. Bet it's tough to implement though.
  8. It sounds like you are trying to do something very advanced and difficult which most of us would struggle with so I can understand the frustration. Dmapping is complex. Sometimes Doom 3 just cannot dmap perfectly in every situation; you get black holes and you have to rework it differently or patch over them. If you have the basic setup how you want it and are reluctant to rebuild it differently then try a compromise: Place a brush over the black spot and invent something for it: a beam, a painting, whatever and don't worry about it being 'perfect' with zero 'bad this' or 'bad that' If you can get that bit done to your satisfaction then I recommend you test it is sealed before you proceed. I don't know the details but I'm assuming you are building a tower inside a space inside a volume that is sealed from the void. If the tower leaks you will not get an error so you need to force an error. Brick up doors and any openable windows and read up http://wiki.thedarkmod.com/index.php?title=Performance:_Essential_Must-Knows#Internal_Leaks I repeat, the above is not easy and progress may be slow and frustrating. We all get that. But you learn from it and other areas of your FM will progress faster generally. You just cannot get even progress in all areas. Just keep posting if you cannot solve it. As a last resort you can upload your map somewhere and ask if someone will look at it then pm them the url.
  9. I think that Fidicals beginner guide is exacly what you need. http://wiki.thedarkmod.com/index.php?title=A_-_Z_Beginner_Full_Guide_Start_Here%21
  10. ! .... lol well played, sir. hmm, i must of missed that tidbit on the wiki somewhere. i got quite a few hi poly worldspawns to cover. this helps, thanks. edit: I take it all back! both my butt and I are reverting to our previous position on the issue. here is a SS of my newest func_static, made up of a bunch of brushes. the problem area is adjacent to a simulated brush cone, which i designed from a bunch of brushes.
  11. Springheel

    Main Menu

    There was the list of things I made to remind myself of menu issues way back when: http://forums.thedarkmod.com/index.php?showtopic=7280 Some of those might be worth considering. Would it be difficult to allow a scrolling window instead? That allows for more flexibility in the future--it seems like every time we think of a new feature it spawns another possible setting.
  12. Yeah, there are a few things that cause that. The two most common: 1.) Wrong Doom 3 patch. Check the wiki for a link to the correct one. 2.) Dark Mod isn't installed in a folder called 'darkmod'
  13. Some folks over at the TTLG Thief forums were wondering and wishing that they could have ropes that moved that you could ride on, but they figured it just wasn't possible in Dromed. So I hammered together some junk to see how it might work in Dark Mod. I made a (slightly long) video http://www.shadowdarkkeep.com/files/TDMroperide.wmv (1:52, 26.7MB) What I didn't record is the bugs. - If you ride down where you yourself hit stationary objects, you sort of keep hold of the rope "long distance" and then warp back to it once you're clear - it can get odd. - If you shoot the rope arrow into the spinning beam as it's going AWAY from you it suddenly stops until you retrieve the arrow. - If you have the beam turning too fast the rope can be sort of floating apart from it behind, or get stuck on things and make it stop. - Probably other stuff I didn't notice So there are bugs which may or may not eventually get worked out (very low priority right now). But the basics work pretty well!
  14. I had this exact same issue with an AI (if you've played my FM, you know who I'm talking about; the guy in the warehouse). Path_hide doesn't do the job because he's not really "hidden" (it would be great if he were, then you could bring him in and out and back in...), and I recall having some issue trying to teleport him (or maybe I just didn't understand how to do it properly), so I ended up just throwing him behind an unfrobable door, sort of hackish. Some good workable solutions to this should be put up on the wiki because it's a useful thing to be able to do.
  15. That's a good point to take into consideration. One thing tho, the JPGs only have 256x256 resolution "to keep space down" and this is very blurry, so modellers probably are better of to use the DDS or even the TGAs? Or does this not matter much for modeling? (you can tell I never done it Lightwave: This: http://forums.cgsociety.org/archive/index.php/t-155051.html talks about this containing one, but I can't check: http://www.dstorm.co.jp/english/plugin/object.htm#DirectX2 (scroll to top to see list of plugins)
  16. I'll remove the sound.so and recompile... I didn't find any readme or wiki which showed options to leave out the sound when compiling. Thanks
  17. This relates to this thread http://forums.thedarkmod.com/index.php?showt...st&p=173836 I can now duplicate this and have committed test/texture_loss.map. It contains just a patch mattress and pillow as a single func_static. It was created with the six sides of the mattress textured with sack1 and the pillow with singlebed1_mattress_grey. Both show fine in DR. I've tried to save selection as prefab, save selection as map, and also just save the map and all saved with the texture replaced by _default. But I suspect there are other factors. In other tests in a bigger map it was intermittent and sometimes just some sides replaced. And a simple brush cube would not lose this texture. I'll add to bugtracker.
  18. It seems squill could resolve the issues, yes: http://forums.thedarkmod.com/index.php?s=&am...st&p=173800
  19. Ok, well I'm downloading the SVN model_src directory now and intend to make a start on this within the next few days. I was reading through the forums however and saw mention of problems with the new skeleton? Has this been resolved? Just confirming so I do not have to do this twice. As for what I've been doing till now - mapping
  20. I just discovered that if you set the key "run=1" on a path_corner, the AI will run TO the corner. So I guess the path_anim w/"anim=run18" duplicates this behavior. I spent several hours today trying to figure out how to make an AI run away from me w/o attacking him. It wasn't until I read the fm source maps that I found the "run" key. Ouch. One thing that would be nice on the wiki pages would be a listing of what keys each entity accepts. Even if it's limited to the most oft-used keys. (Though, having said that, the run key is only used in one of the released fm's.)
  21. No point in doing a tutorial yet as I'm still working out how to do it myself and what works best. I'll certainly be doing a wiki tutorial if this proves useful. At the moment a tutorial is of no use to you without a set of models unless you know how to model? Don't hold back your FM for this - there is a lot of work for me to do still to develop this. It's not in a finished state. As an example I next tried the first step but not very successfully so far. I scaled it down to half size. Crouched down it looked promising but standing up the light showed the right angle of the step. I then tried a small patch bevel but it was not much better. I'll try later with a slightly bigger bevel and a much narrower vertical grass strip. If it works I'll try to find out how to build a bevel into the model but I have no idea how to do that yet. Closer inspection of the turbine area showed that the faint trace of a join was in fact in the texture itself and the edge is much further in between the engine and the pipe. I've seen this before when aligning textures that you start to see the canals on Mars effect.
  22. A similar problem also had kept me busy quite some time. If you add commands to dmargs.txt without the proper syntax (e.g. forgot to prefix the commands with a "+"), you'll get the same behavior. I guess we could also add this to the FAQ in the wiki...
  23. I have two items. When I frob A, I want B frobbed at the same time. (I.e. they both get placed in my inventory.) I can successfully frob_peer them together so they highlight at the same time when either is w/in frob range. But I can't get them to frob simultaneously by using frob_master. Frob A and B is still there. Frob B and A is still there. The frob wiki suggests that when you frob one object in a peer chain, everything in the chain gets frobbed. ("... frobbing any link in the chain will call the frobaction on the whole chain") But if A says: frob_peer B frob_master B and B says: frob_peer A what really happens when you frob A? When you frob B? Thanks!
  24. If you're inclined you can monitor our bugtracker site: http://bugs.angua.at/roadmap_page.php?project_id=2 That roadmap and the changelog give some sort of overview about what's being worked on, but not all bugs make it to their own tracker entry. We're going to set up a wiki article with the changes, like we did with 1.01,but nobody did that so far.: http://modetwo.net/d...new_in_TDM_1.02
  25. Ninja'd! Here's my reply anyway... (I'll look at the wiki to correct it.) There are two things that can commonly go wrong with this type of objective: If the location is a info_tdm_objective_location entity then use be at 'location' in the objectives not 'info location'. It's confusing but there is another type of location entity that is used for various things not just objectives. The other thing is that the object itself (with the exception of the player) must also have the property/value: objective_ent 1
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