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Newbie DarkRadiant Questions


demagogue

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So, is there any kind of cloth simulation in doom 3? Like having a curtain blowing in the wind or something like that. Or would that have to be an animated model? I mean there are plants that move as if affected by wind.

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

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You can certainly raise the water level up and down by binding the water entity to a mover.

 

A more fluid liquid such as a mudslide or waterfall is a bit more complicated and there are different tricks and techniques depending on the effect wanted.

 

So opening a door to a room that is filled with water and the water pouring out would be the complicated one ;)? Is it even possible?

Edited by Carnage
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So opening a door to a room that is filled with water and the water pouring out would be the complicated one ;)? Is it even possible?

 

Not in an automatic way. Water in D3 is not liquid, it is just a block that looks/behaves like water. You can move it up and down to "raise the water level" in the room, but you'd also need to create the "particle jet stream" that gets triggered if you open the door, manually.

 

As for cloth, no, cloth simulation is not implemented. You can only have "preset animations". And the vegetation "sways" because it is either a particle, or bound to a func_mover that makes the entities move with it. Sorry :)

"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

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And the vegetation "sways" because it is either a particle, or bound to a func_mover that makes the entities move with it.

 

Or an animated texture. Most of our trees use that.

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Cheers Tels, will the jet stream also affect the player or do I have to create a func_forcefield for that?

 

forcefield :)

 

Do you have an idea how to set such a thing up, or do you want me to do a prefab for you? (Also, I'd like to know where you were picking up your mind reading skill set, because just yesterday driving how I thought "how cool would it if the player opens a door and the water rushes in, slowly filling the room?" :D

"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

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Is there any way to freeze player input until the game actually starts? I've noticed that slight movements on the mouse seconds before gamestart makes the first view rendered from a different angle that intended.

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

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forcefield :)

 

Do you have an idea how to set such a thing up, or do you want me to do a prefab for you? (Also, I'd like to know where you were picking up your mind reading skill set, because just yesterday driving how I thought "how cool would it if the player opens a door and the water rushes in, slowly filling the room?" :D

 

A prefab would be great, I have been reading a bit about it in the wiki but some things are way over my head :).

 

Haha the force is strong in this one :P

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Is there any way to freeze player input until the game actually starts? I've noticed that slight movements on the mouse seconds before gamestart makes the first view rendered from a different angle that intended.

In Sotha's thread is a script to turn the player. You could put that in a main function with a wait before it. Adjust the wait to say 5 seconds then reduce it so it turns the player just before rendering begins.

 

I can give you more details if needed.

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In Sotha's thread is a script to turn the player. You could put that in a main function with a wait before it. Adjust the wait to say 5 seconds then reduce it so it turns the player just before rendering begins.

 

I can give you more details if needed.

 

Ah! I see it, thanks.:)

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

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How do I add some nice mist to my fogging mission? I tried the wiki, it just has links to other sites on some weird tech-tongue I don't understand. But surely there's an easy way to accomplish this.

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

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How do I add some nice mist to my fogging mission? I tried the wiki, it just has links to other sites on some weird tech-tongue I don't understand. But surely there's an easy way to accomplish this.

 

The easiest way to put fog in game is to use foglights. Basically its a normal light with a fog thing applied.

 

You make a decent foglight like this. (I am not going to steal credit of this. The recipe was taken from Fidcal's Heart mission. If it works, why change it?;))

Create a light

name it Foglight (so you can find it easily when your map grows.)

Give the light the following properties:

_color 0.12 0.12 0.11

nodiffuse 0

noshadows 0

nospecular 0

parallel 0

shaderParm3 900

texture tdm_fogs/cloud_fog

 

Now the light radius is engulfed in a veil of fog. Note that the fog looks good if you are in it, but looks bad if you are outside of it. If your whole mission has this fog, there is no problems: just stretch the light radius so that your mission gets totally engulfed by the fog.

 

But if you want to have areas with fog and other areas without, you will run into trouble to place the fogs so that it looks good. One option would be to trigger the fog on and off when the player gets inside a fog-free area.

 

Totally other option would be to use fog particles. You place a func_emitter with

model tdm_dustfog1.prt

The particles look cool, but are quite expensive performance-wise if you plan to put many of those in.

 

Combining these two approaches might give the optimum solution: in glenham tower I noticed that if you want to make a trigger which switches a foglight off when the player enters a fog-free area, it is a good idea to put this func_emitter fog floating around the area where the fog gets turned off. The particle fog makes the sudden disappearance of the foglight less obvious to the player.

 

That is basically all I know about fogs. Good luck!:)

Clipper

-The mapper's best friend.

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Totally other option would be to use fog particles. You place a func_emitter with

model tdm_dustfog1.prt

The particles look cool, but are quite expensive performance-wise if you plan to put many of those in.

 

Just to chim ein, foglights can also be expensive, because everything the hit is rendered once again (for the foglight), IIRC. However, combining this with the fog particles makes it look good.

 

Also, it is possible to give the foglight a more "chunky" texture (that look like clouds) and have the texture scrolling, then you get rolling fog.

"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

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Thanks... But the fog is very thick, though. What if you just want a hint of moist in the air?

Also, there is a lot of missing images when I compile the map... Like some on a variation of streetlamps that I use, blood particles etc...

 

Forget the first point... I did some thinking on my own for a change... It's the ShaderParam3, right?

 

EDIT 2: Hey! Couldn't one manipulate the shaderparm to ease the transition from foggy areas to non-foggy areas?

 

EDIT 3: Yep! A ShaderParm3 value of 8000 seems to closely approximate what I had in mind.

Edited by ocn

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

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Thanks... But the fog is very thick, though. What if you just want a hint of moist in the air?

Also, there is a lot of missing images when I compile the map... Like some on a variation of streetlamps that I use, blood particles etc...

 

Forget the first point... I did some thinking on my own for a change... It's the ShaderParam3, right?

 

EDIT 2: Hey! Couldn't one manipulate the shaderparm to ease the transition from foggy areas to non-foggy areas?

 

Yep, shaderParms are cool, you can animate them in real-time. But you probably need to write a script to do that.

"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

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Yep, shaderParms are cool, you can animate them in real-time. But you probably need to write a script to do that.

 

You mean like this:

 

EXT. COURTYARD. NIGHT

 

MAPPER

ShaderParm3, I command thee to

slowly increase thine value as I

approach the door before me!

 

SHADERPARM 3

To thine aid, sir... as always.

 

Think I could do that.

Edited by ocn

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

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You mean like this:

 

LOL. I thought more about this:

 

void setFogLevel( entity fogLight )
{
 // compute the distance to the player
 float dist = $player1.distanceTo( fogLight );

 float fogLevel = 0; // further away than 1000 units => level 0
 if (dist < 1000 && dist > 0)
 {
   foglevel = 1 - (dist / 1000);  // 1.0f if very close, 0.0f if far away
 }
 fogLight.setShaderParm( 3, fogLevel );
}

 

The units (1000) need probably adjusting. Also I am not sure if you need to multiply fogLevel with some number here.

 

Call this function like setFogLevel( $name_of_fog_light ); and do this every now and then (like every 0.2 seconds or so).

 

I guess we should instead just add a function to the C++ code, as this ties in with our LOD system :)

"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

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I guess we should instead just add a function to the C++ code, as this ties in with our LOD system :)

:)

 

Would it be possible to temporarily set the engine to use a single script file? I save my maps a lot with new names in case I have to go back, and I test them and renaming the script file each time is rather tedious. Perhaps there is a special name I can give the script so that it will be used in all instances within the same map folder.

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

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I don't think so. I think there is only one script that works that way - the main darkmod one and it includes all the other darkmod ones. For the mapper if you put the script in a script folder it still needs 'including' in a map script file.

 

This is what I do to get round it. Keep your map and script file the same name all the time and to save backups use Dark Radiant's 'Save copy as'. When you use that it saves a backup with a name or number of your choice but your main map stays the current map for normal saving. I put these copies in a sub folder just for that map and I just give them a number which I increment each time. Once started it's very quick and your main map stays the same name all the time.

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I don't think so. I think there is only one script that works that way - the main darkmod one and it includes all the other darkmod ones. For the mapper if you put the script in a script folder it still needs 'including' in a map script file.

 

This is what I do to get round it. Keep your map and script file the same name all the time and to save backups use Dark Radiant's 'Save copy as'. When you use that it saves a backup with a name or number of your choice but your main map stays the current map for normal saving. I put these copies in a sub folder just for that map and I just give them a number which I increment each time. Once started it's very quick and your main map stays the same name all the time.

 

I'm an old dog, new tricks are hard, man... But I'll certainly try to approach it your way instead. Thanks. :)

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

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I've done some of the ghosts for my map, but in fog only a white solid one looks any good, black transparent draws the world odly through itself and a solid black one just looks like a black blob, the center one in the pictures is the transparent one.

 

ghostfront2.jpg

 

ghostback2.jpg

 

 

apparently the wench's dont like each other, they were placed in a line, but the ones on each end have turn away from the one in the middle, and idle chit chat consisted of them swearing at each other.

Edited by stumpy
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