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Newbie DarkRadiant Questions


demagogue

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@melan: sorry, forgot the exact name :rolleyes:. i've been using func_bobbing for a while now to simulate water rolling up and down a slanted beach patch, and biker is now using it in conjunction with func_pendulum to make a boat that rocks up and down as well as back and forth while tied to a dock. cool stuff.

 

got my own question: i can't make shaderparms work. ok thats not a question. I'm using colored keyword on the material, applied it to a patch, converted the patch to func_static. Cannot find any properties to add that have anything to do with parms or shaders. tried manually entering parm1, parm 1, shaderParm 1, shaderParm1, etc etc based on a search of the forums, but i can't find anything that works. and yes ive been adding a value to those keys. i'm trying to edit RGB values, as i understand, are linked to shaderparms 0, 1, and 2

 

so how exactly do I use the shaderparms????

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How can I set a layer to be 'current' so new items are created in it?

 

Creating pillars in a room with manor and archdoor3 showing the pillar always goes into archdoor3 though I want it in manor. I've tried selecting all in manor then unselecting and also tried hiding all then showing manor before archdoor3 and vice versa but always the pillar goes into archdoor3 so I guess it is because that was created later? Also tried renaming manor. The only way I can force the pillar to be created in manor is to hide archdoor3. But I don't want to hide it as it is part of the room I'm working on.

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How can I set a layer to be 'current' so new items are created in it?

 

Creating pillars in a room with manor and archdoor3 showing the pillar always goes into archdoor3 though I want it in manor. I've tried selecting all in manor then unselecting and also tried hiding all then showing manor before archdoor3 and vice versa but always the pillar goes into archdoor3 so I guess it is because that was created later? Also tried renaming manor. The only way I can force the pillar to be created in manor is to hide archdoor3. But I don't want to hide it as it is part of the room I'm working on.

 

Feature request on tracker I guess, that would be useful. Maybe have it created on the currently selected layer?

I always assumed I'd taste like boot leather.

 

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how to change fog distance ?

 

shaderParm3 I think, set it to distance in units til opaque.

 

EDIT: Found it: shaderParm3=<whatever distance til fog is opaque>

 

Lower numbers make thicker fog, higher numbers make thinner fog.

I always assumed I'd taste like boot leather.

 

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No problem. Here is the wiki but I'm not sure how comprehensive it is, you may want to post your specific idea so someone who has done something similar can chime in. Also, v1.03 apparently has a bunch of Stim and Response code cleanup...

 

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

Please visit TDM's IndieDB site and help promote the mod:

 

http://www.indiedb.com/mods/the-dark-mod

 

(Yeah, shameless promotion... but traffic is traffic folks...)

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There is no tut for the animated Briefing, right?

 

Can someone please explain the following four values please?:

 

rect 25,120,540,580

 

It seems the first is where the text begins and the last where it ends, so what are the middle values for? :unsure:

 

Is it up, left, right, down in pixels? And how much pixel has the whole screen?

Edited by LEGION

-> Crisis of Capitalism

-> 9/11 Truth

->

(hard stuff), more
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Ah, thanks Greebo.

 

It says:

x, y, width, height dimensions of the window. x, y relative to parent

 

But I don´t get the meaning of "relative to parent".

 

I got the impression that the very last value is for how long the text will be displayed. (left, up, right, down)

 

Ah, now I think I got it: the second 'x/y' defines how much pixels it is away from the first 'x/y'-position...

 

Yeah, I´m such a genius... :blush:

-> Crisis of Capitalism

-> 9/11 Truth

->

(hard stuff), more
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