Jump to content
The Dark Mod Forums

Recommended Posts

Posted (edited)

post-3575-129941968237_thumb.jpg

 

and now a question, i know ive seen the ans but cant find it anymore:

 

how can i change the lightcolor of a precreated entity - candle-...which property i have to add? (in the light insp. i cant change anything)

or is this only possible for light ent which are a light on its own?

 

Thanks

Edited by Johannes Burock
Posted

post-3575-129941968237_thumb.jpg

 

Very cool and props to place the windows correctly into the "fächer" between the beams! :wub: (The only change I'd make is to make the vertical beams *slighly* thinner than the horizontal ones, but that is nitpicking :)

 

and now a question, i know ive seen the ans but cant find it anymore:

 

how can i change the lightcolor of a precreated entity - candle-...which property i have to add? (in the light insp. i cant change anything)

or is this only possible for light ent which are a light on its own?

 

Thanks

 

Possible with "set spawnargname ON attachementpointname" "value":

 

http://wiki.thedarkmod.com/index.php?title=Combined_light_entities#Setting_spawnargs

"The reasonable man adapts himself to the world; the unreasonable one persists in trying to adapt the world to himself. Therefore, all progress depends on the unreasonable man." -- George Bernard Shaw (1856 - 1950)

 

"Remember: If the game lets you do it, it's not cheating." -- Xarax

Posted

Very cool and props to place the windows correctly into the "fächer" between the beams! :wub: (The only change I'd make is to make the vertical beams *slighly* thinner than the horizontal ones, but that is nitpicking :)

 

 

right, missed to fix that for this beam... done that...on the other pic the beems are thinner how you could see...

Posted (edited)

Johannes, you are totally nuts!!!

 

I'll go ape when i see all those pictures! smile.gif

 

Amazing, really amazin... I only hope that the massive usage of brushes/patches will not hold the mission too small (as there is - as far as i know - a limit in entity/worldspawn-count) or kill the playability due to the hunger for hardware...

 

Anyway, go on please! smile.gif

Edited by Darkman
  • 2 weeks later...
Posted

post-3575-130030659136_thumb.jpg

 

post-3575-130030660357_thumb.jpg

 

 

and there is the prob on the second screen:

 

every time i have the wooden ornament tex on a brush it doesnt cast any shadows...i also tryed to set the noshadows prop. to 0 to specify that it should cast shadows but that doesnt help...

Posted

I don't think the problem is with the ornament texture but with the texture that's on top of the beam carrying the ornament texture. You probably used rough_wood_brown_ns for it or another rough_wood that ends with ns. Ns stands for no shadows, try a regular one.

 

And the pics look great.

Posted

--ninja'ed--

 

I didn't make that tex so I'm not sure. It obviously has NoShadows in the mtr file. So we need to fix that.

 

However, it's possible that there is a Shadow casting AND noshadows version (I made a lot of duplicates that I ended with _ns for no shadow[metals and woods mainly]. They were just to be used with models that have a low poly shadow mesh).

 

So first check to see it there are two of that texture listed, if so try the other. If not let us know and someone can fix that for a future update. (I don't know of any models that use it, so it should probably just be a shadow casting material).

Dark is the sway that mows like a harvest

Posted
You probably used rough_wood_brown_ns for it or another rough_wood that ends with ns.

I didn't think it was as simple as noshadow, but now that I think about it, thats actly what it is. Jo the beam under the 'pegs' has a wood texture that has _ns on the end of it which as Flanders said is 'noshadows'

bhm_banner.jpg

Posted

What are _ns textures for, anyway? Is there any reason to include them?

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

Posted

ok, thanks for the help, the _ns "problem", i never realised that there are some tex in two ways in the list...and like Melan i dont see a reason for the _ns ones...but nevermind it runs (with shadows) now

Posted

 

 

However, it's possible that there is a Shadow casting AND noshadows version (I made a lot of duplicates that I ended with _ns for no shadow[metals and woods mainly]. They were just to be used with models that have a low poly shadow mesh).

 

So first check to see it there are two of that texture listed, if so try the other. If not let us know and someone can fix that for a future update. (I don't know of any models that use it, so it should probably just be a shadow casting material).

 

I guess I didn't explain it clearly the first time as several people asked WHY afterwards

Dark is the sway that mows like a harvest

Posted (edited)

after playing around for first test for th burial grounds (without bloodraven ^^ for the insiders) here the first try:

 

http://modetwo.net/d...post__p__252225

it is an old overgrown one.

 

and a big question:

 

want to create an ghost light which is flying a patrolway...

 

i have a light and a (not the best) func_emitter.

 

ive never done such things here before...so how to combine them and bring em on a patrol way ?

Edited by Johannes Burock
Posted

One word: IMPRESSIVE!

My Eigenvalue is bigger than your Eigenvalue.

Posted (edited)

say johannes, are all those pics that you posted in this thread taken from the same map?

 

i'm wondering how you handle the brush/patch/entity-limits - ever single m² seems to contain hundreds of them blink.gif

 

 

 

ah, by the way, your screenshots become more and more frustrating... every time i look at them, i feel forced to select my own current map and hit the delete-button... sad.gif

Edited by Darkman
Posted

say johannes, are all those pics that you posted in this thread taken from the same map?

 

i'm wondering how you handle the brush/patch/entity-limits - ever single m² seems to contain hundreds of them blink.gif

 

 

 

ah, by the way, your screenshots become more and more frustrating... every time i look at them, i feel forced to select my own current map and hit the delete-button... sad.gif

 

yes, all from the same map.

 

 

@ all: help to the ghost lights?

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.


  • Recent Status Updates

    • JackFarmer

      "The Year of the Rat." 
      😄

      Al Stewart must be proud of you!
      Happy testing!
      @MirceaKitsune
      · 1 reply
    • datiswous

      I posted about it before, but I think the default tdm logo video looks outdated. For a (i.m.o.) better looking version, you can download the pk4 attached to this post and plonk it in your tdm root folder. Every mission that starts with the tdm logo then starts with the better looking one. Try for example mission COS1 Pearls and Swine.
      tdm_logo_video.pk4
      · 2 replies
    • JackFarmer

      Kill the bots! (see the "Who is online" bar)
      · 3 replies
    • STiFU

      I finished DOOM - The Dark Ages the other day. It is a decent shooter, but not as great as its predecessors, especially because of the soundtrack.
      · 5 replies
    • JackFarmer

      What do you know about a 40 degree day?
      @demagogue
      · 4 replies
×
×
  • Create New...