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Ocn's questions on TDM editing.


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Had this weird thing happen... Typed r_showtris 2 in the console. And if I'm not mistaken it shows the effect visportals have on rendering, ie what's actually being rendered. Now if I view a random visportaled area from a specific angle the visportal's effect disappears and the polys that should have been, well gones, show as if there was no visportal there at all. So, does this mean there is something wrong with my portals?

 

r_showportals 1 can be used in conjunction with showtris. When a portal goes red it has been closed, anything beyond that point is then not used for rendering (besides some lights and stuff). Ideally you want to limit what's being rendered to keep fps up, AI from being dumb and sound propagation realistic around choke-points and such. Portals are evaluated depending on what you should be able to see, so moving around and looking in different directions will open/close them.

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Well, here's short video of what r_showtris 2 reveals. I don't see why those polys should be rendered at all from those angles.

 

http://oceanarts.net...dm/showtris.mov

 

EDIT: The portals appear as green rectangles when I'm infront of them and turn red as I turn the corner and view them directly from the side.

 

EDIT: I see the same thing happen in various other people's missions, so I'll safely assume everything is alright. Video Removed.

Edited by ocn

Where are the REAL brits?! The one's we have are just brit-ish.

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  • 2 weeks later...

Are there any textures/decals of a lenght of chain? There's a situation where I don't actually need a chain-entity as it's going to be out of reach and barely visible, so I feel that a textured surface would be more tidy and better.

Where are the REAL brits?! The one's we have are just brit-ish.

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There are also the low-poly chains which are essentially "sheets" in a row, so not at all performance-intensive.

Come the time of peril, did the ground gape, and did the dead rest unquiet 'gainst us. Our bands of iron and hammers of stone prevailed not, and some did doubt the Builder's plan. But the seals held strong, and the few did triumph, and the doubters were lain into the foundations of the new sanctum. -- Collected letters of the Smith-in-Exile, Civitas Approved

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I'd like to tack the chains on the wall, actually. I'm trying to achieve the illusion of a chain pulley type system for my elevators. With low poly chains attached to the platform and just a texture on the wall. Partially hidden behind a brush textured with transparent grate (I think it's called)- A nice little parallax movement- it looks fine, but not perfect.

Where are the REAL brits?! The one's we have are just brit-ish.

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  • 2 weeks later...

Is there a reason that some skybox textures seem to produce leak errors and some do not? Anything I can do differently?

Where are the REAL brits?! The one's we have are just brit-ish.

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Is there a reason that some skybox textures seem to produce leak errors and some do not? Anything I can do differently?

 

Are you using linux? Someone had leaking textures problem because of linux UpperCase sensitivity. I've not encountered leaky skybox textures on windows side.

 

Did you insert a prefab skybox? note that the thunder-one of them has an entity outside the box, which may cause leaks too. This is intentional as the mapper is required to move that entity elsewhere.

Clipper

-The mapper's best friend.

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Are you using linux? Someone had leaking textures problem because of linux UpperCase sensitivity. I've not encountered leaky skybox textures on windows side.

 

Did you insert a prefab skybox? note that the thunder-one of them has an entity outside the box, which may cause leaks too. This is intentional as the mapper is required to move that entity elsewhere.

 

Not using Linux, and no prefabs. But it occured to me that I might have screwed up... The dromed way. Thinking a skybox is just a skybox textured room. It isn't is it? But that shouldn't make some work and some not. The leak just disappears into thin air, by the way.

Where are the REAL brits?! The one's we have are just brit-ish.

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Not using Linux, and no prefabs. But it occured to me that I might have screwed up... The dromed way. Thinking a skybox is just a skybox textured room. It isn't is it? But that shouldn't make some work and some not. The leak just disappears into thin air, by the way.

 

Are you sure you're not filtering something out? Or maybe you hid it with 'H', unhide with 'shift + H' to make sure.

 

http://wiki.thedarkmod.com/index.php?title=Skybox

http://wiki.thedarkmod.com/index.php?title=Skybox_Tutorial

Clipper

-The mapper's best friend.

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Note there are two ways to do sky - a dynamic sky with separate skybox and portal surfaces where you wish it to show in your game - and the other way is much like Dromed - just just a sky texture where needed.

 

It is likely your leak is due to something else? Check the console in Dark Mod and see if it refers to an entity name. If so, find it in Dark Radiant's entity list.

 

If you mean the end of the red line ends nowhere at both ends when you select the point file option then it is likely you have an origin perhaps outside a brush/patch entity you have made? Possibly by rotating it? Otherwise check filtering or layers etc. are not hiding something.

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I used storm_clouds / thunderclouds, which I just noticed doesen't have the skybox_ prefix. Perhaps they are meant for other things? But then mountain_sunset doesn't either, but that one works. The line seems to start at the ambient light and goes straight into the ground. No leaks, because other skybox textures work with no other modifications to the scene.

Where are the REAL brits?! The one's we have are just brit-ish.

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If you've converted part of the skybox into func_statics or something similar, you might be getting leaks from stray vertices outside of the box, try selecting the whole skybox section and hitting 'v', look for strays.

 

Otherwise the pointfile should give you a pretty good idea if the caulk isnt sealing or whatever.

 

Cant think of any other reasons that it might not work. Maybe copy a pre-existing one from elsewhere?

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Ok well, I'm not exactly sure what you're trying to do there. If you want to use a skybox, look at the prefabs or how it's done in a simple FM. They use a small caulked box with the sky 'dome' as a patch, with layers of cloud and such. This is all surrounded by caulk to seal the area.

 

The reason for the caulk is because materials like 'thundercloud' are translucent and as such dont seal against the void.

To make that area seal you'd need to make sure that its surrounded by a caulk box, which I cant really see. Also remember that if the outside faces of those box are in fact caulk, that wont work either.

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Ok well, I'm not exactly sure what you're trying to do there.

 

That's ok. I don't even know myself half the time. Thanks.

Where are the REAL brits?! The one's we have are just brit-ish.

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Tels didn't mention so I will, you should put sky portal tex on those walls, then anybrushes that have that tex on it will render what's in the actual 'skybox', like he said a mock-up of the sky elements (moon, planes for cloud tex, etc..), it's really easy to pull that out of the start mission pack.

Dark is the sway that mows like a harvest

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Yes, look under the settings menu under gameplay. :)

 

:laugh: Okay. Dunno what I'd do without you, Fidcal. I'd probably still be with that dude up in the woods playing banjos.

Where are the REAL brits?! The one's we have are just brit-ish.

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  • 2 weeks later...

Got some issues with the patches that curve to form arched ceilings and also floors. There are glitches that run between the vertices. And I don't think I've seen that occur elsewhere. And I'm not able to fix it.

 

Also, I've found that some instances of z-fighting only reveals itself when the textures are aligned/rotated a certain way. That's strange isn't it?

Where are the REAL brits?! The one's we have are just brit-ish.

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Got some issues with the patches that curve to form arched ceilings and also floors. There are glitches that run between the vertices. And I don't think I've seen that occur elsewhere. And I'm not able to fix it.

 

Also, I've found that some instances of z-fighting only reveals itself when the textures are aligned/rotated a certain way. That's strange isn't it?

 

You see sparkling things just at the highest point of an arch? That is the roof which the arch is covering, z-fighting through. You can caulk the surface and the sparklies are gone. See image 2 from this article: http://wiki.thedarkmod.com/index.php?title=Caulk

 

I've never seen z-fighting which occurs due to texture alignment.

Clipper

-The mapper's best friend.

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You see sparkling things just at the highest point of an arch? That is the roof which the arch is covering, z-fighting through. You can caulk the surface and the sparklies are gone. See image 2 from this article: http://modetwo.net/d...php?title=Caulk

 

I've never seen z-fighting which occurs due to texture alignment.

 

No. These are black lines and not limited to the highest point, and the textures don't seem to show correctly either. Screen provided, but it may be difficult to see.

post-3566-129547153102_thumb.jpg

Where are the REAL brits?! The one's we have are just brit-ish.

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