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Newb questions about DR


Springheel

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Two more:

 

What's the functional difference between "clone" and "copy/paste" when it comes to brushes or entities?

 

 

Has anyone tried dmapping with "noFlood"? It apparently skips the flooding of the level allowing it to have leaks.

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Two more:

 

What's the functional difference between "clone" and "copy/paste" when it comes to brushes or entities?

 

 

Has anyone tried dmapping with "noFlood"? It apparently skips the flooding of the level allowing it to have leaks.

 

I'm not sure what the exact difference is between clone or copy and paste. However by what it sounds like clone seems like it would copy all the entities properties over versus copy paste which changes the property name such as light1, light 2 etc.

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Has anyone tried dmapping with "noFlood"? It apparently skips the flooding of the level allowing it to have leaks.

Sounds like a recipe for a buggy map (the leak check exists for a reason), but no technical reason why it wouldn't otherwise work.

 

However by what it sounds like clone seems like it would copy all the entities properties over versus copy paste which changes the property name such as light1, light 2 etc.

I'm pretty sure clone has to do that as well, because having multiple entities with the same name is not allowed (I believe).

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I'm pretty sure clone has to do that as well, because having multiple entities with the same name is not allowed (I believe).

True. Clone is just a quick key for copy/paste. In doom 3 editor, cloning made a new brush with an offset of the old one. Since that's not the case in DR it does the same.

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Copy & Paste is a bit more powerful than Clone.

 

Clone is duplicating the current selection, but it's still respecting the rule that entity "names" must be unique. All links between selected entities are preserved.

 

Copy & Paste allows you to paste stuff either in the same map (even multiple times) or between separate DarkRadiant sessions (let's say you have two DarkRadiant instances running, it lets you paste from one map to another).

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A question about lights:

 

If a light is set to falloff 0, does that mean it does or does not fall off? I've switched a light back and forth and can't see an obvious difference. I basically want the light to be consistent throughout the radius of the light (which I assume is falloff=0), but the walls close to the light's origin are still brighter than the walls further away regardless of the setting.

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Most of a light's look is determined by it's whatchamacallit texture thingy (sorry!). So if you really want a no fall off light you need to pick the "nofalloff" full-bright texture, instead of the default "biground" or whatever it is.

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Hmm, I think I may have seriously buggered my map.

 

I was trying to create a simple trigger for a sound. For some reason I was having trouble turning a brush into an entity. Anyway, the end result is that now my entire map registers as a single entity. I click on one brush and every brush is selected, and is listed as a classname "trigger_once". So somehow my entire map has turned into a single entity.

 

I manually renamed it to worldspawn and loaded it back in DR, where it looks normal. But when I try to load it in Doom3 I get an error. I can still see the line that represents the trigger (I assume) going to the right speaker, but it's coming from nowhere.

 

edit: Ok, phew, I still get a couple Node without Volume errors when compiling but the map seems to be working again.

 

I need a little help with the following:

 

# At the place where you want the player to trigger the sound create a brush with a volume suitable for the trap so the player will pass into it.

# Give the brush a nodraw texture.

# With the brush selected, assign it (create) an entity trigger_once

 

How do you "assign" a brush an entity? Is it just typing "trigger_once" (in this case) in the classname field rather than "worldspawn"? Every time I try to do it, somehow the brush becomes connected to every other worldspawn brush in my map.

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Hmm, I think I may have seriously buggered my map.

 

I was trying to create a simple trigger for a sound. For some reason I was having trouble turning a brush into an entity. Anyway, the end result is that now my entire map registers as a single entity. I click on one brush and every brush is selected, and is listed as a classname "trigger_once". So somehow my entire map has turned into a single entity.

 

I manually renamed it to worldspawn and loaded it back in DR, where it looks normal. But when I try to load it in Doom3 I get an error. I can still see the line that represents the trigger (I assume) going to the right speaker, but it's coming from nowhere.

 

edit: Ok, phew, I still get a couple Node without Volume errors when compiling but the map seems to be working again.

 

I need a little help with the following:

How do you "assign" a brush an entity? Is it just typing "trigger_once" (in this case) in the classname field rather than "worldspawn"? Every time I try to do it, somehow the brush becomes connected to every other worldspawn brush in my map.

 

Haha, I did that once myself too.

 

You want to right click when you have the brush selected and click "create entity" and browse to the entity you want. Alternately you can select the brush, hit n for the entity inspector and click on the classname and down at the bottom of the inspector "choose entity class". You certainly don't want to type it in manually. I thought there was some plan to fix that or at least make it to where you couldn't change it yourself, I think I submitted a bug report about it at the time.

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Yes, thanks, I got it work now. It's amazing how much more alive the city sounds with some distant horse hooves clip clopping along. :)

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I'm certain I've seen this before, but for some reason I can't find it now. Isn't there an option somewhere to automatically surround a model with a monsterclip brush? Where is that option?

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I'm certain I've seen this before, but for some reason I can't find it now. Isn't there an option somewhere to automatically surround a model with a monsterclip brush? Where is that option?

 

I believe you select the object you wanna surround and rightclick. There should be a "Surround with monsterclip" option to select.

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