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Newbie DarkRadiant Questions


demagogue

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TylerVocal: Each script event name must be unique. Perhaps you've accidentally copied and pasted it so you've got it twice or perhaps you've chosen a name that is already declared either in the doom3 or darkmod scripts.

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Thanks guys. Yeah I already have the brushwork done for the floor so I guess I'll just select all the top faces and convert them to patches, they should all have vertices that link them since they were clipped on the grid and the slope isn't anywhere close to 45 deg. so that should be good.

 

Just finished LQD, Sotha, a lot of fun and I'm not very keen on the undead/haunt missions but I really enjoyed it! I'll take a look at it though, thanks for mentioning it.

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One problem not mentioned on the wiki page is disappearing models.

 

If you scale a model up, test in the neighborhood of the model and make sure that the model slides gracefully off the screen as you turn. The renderer stops displaying the model once it's entirely off the screen, but it uses the original size to determine "off the screen". So your oversize model might disappear when it's being painted at the edges of the screen.

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In case you need it, there's a fix for the "scale-up" problem that's mentioned on the wiki, which is to use the spawnarg "inline" on the scaled-up model. I did have an issue with that though, where the model would only show up with its default skin even if I used another skin in DR.

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But you should walk having internal dignity. Be a wonderful person who can dance pleasantly to the rhythm of the universe.

-Sun Myung Moon

 

My work blog: gfleisher.blogspot.com

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inline causes the model to be converted to worldspawn IIRC. However, I guess if you use this quite often it can get resource hungry :unsure:

Another thing to keep in mind is that if you are scaling thing up the textures get scaled-up, too. This may look not good on large scales.

FM's: Builder Roads, Old Habits, Old Habits Rebuild

Mapping and Scripting: Apples and Peaches

Sculptris Models and Tutorials: Obsttortes Models

My wiki articles: Obstipedia

Texture Blending in DR: DR ASE Blend Exporter

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Why scale a model anyways? It has many downsides.

 

Generally and universally, you could place the model into your map and quickly build a big (or small) version of that using brushes and patches. You can find what textures are on the model from the texture list and use those in the DR built model to make it pretty much the same. Maybe even save some tris or make it even better than the original (for your purposes.)

Clipper

-The mapper's best friend.

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Very true, but for instance I use 'inline' to scale up some chandeliers in my mission, and I'll tell you that I'm really grateful to not have to recreate those with patches!

 

On a totally different topic though, I just can't seem to get an AI corpse to be non-frobable. I looked at the LQD script and it seems pretty straightforward. I put together the following script and have it being called with the death_script spawarg on the AI:

 

 

void NonFrobGhostCorpse(entity e)

{

e.setFrobable(0);

sys.println(e.isFrobable());

}

 

but it's not working. The printline is even coming back as saying that the AI's frobability is properly set to "0", but I can still frob and drag around the corpse.

Edited by Moonbo

But you should walk having internal dignity. Be a wonderful person who can dance pleasantly to the rhythm of the universe.

-Sun Myung Moon

 

My work blog: gfleisher.blogspot.com

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Very true, but for instance I use 'inline' to scale up some chandeliers in my mission, and I'll tell you that I'm really grateful to not have to recreate those with patches!

 

On a totally different topic though, I just can't seem to get an AI corpse to be non-frobable. I looked at the LQD script and it seems pretty straightforward. I put together the following script and have it being called with the death_script spawarg on the AI:

 

 

void NonFrobGhostCorpse(entity e)

{

e.setFrobable(0);

sys.println(e.isFrobable());

}

 

but it's not working. The printline is even coming back as saying that the AI's frobability is properly set to "0", but I can still frob and drag around the corpse.

Try this

void NotFrob(entity e)
{
 sys.wait(0.5);
 e.setFrobable(0);
}
void NonFrobGhostCorpse(entity e)
{
 thread NotFrob(e);
}

FM's: Builder Roads, Old Habits, Old Habits Rebuild

Mapping and Scripting: Apples and Peaches

Sculptris Models and Tutorials: Obsttortes Models

My wiki articles: Obstipedia

Texture Blending in DR: DR ASE Blend Exporter

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Maybe you have to do the same threading thing I did in LQD?

 

So: deathscript starts a script that starts a thread that does the things.

Without the threading side tour, all the commands in the script happened simultaneously on a single frame. That means all sys.waits were ignored, which was a bit weird. Try the threading.

Clipper

-The mapper's best friend.

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No, it's not. But small items use a frobbox around them to easen frob. This means, the object is proposed bigger as it really is. Depending on how big the frobbox size is set (it can be changed via a spawnarg) and how thick your wall is, it could be possible to frob the button through the wall.

 

To prevent it, you can

  • either reduce the frobbox size
  • or create a brush with nodraw texture on it, convert it to func static and set "frobable" "1" on it. place it behind the button in the wall.

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FM's: Builder Roads, Old Habits, Old Habits Rebuild

Mapping and Scripting: Apples and Peaches

Sculptris Models and Tutorials: Obsttortes Models

My wiki articles: Obstipedia

Texture Blending in DR: DR ASE Blend Exporter

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Hey Obs, can I send you a PM? I have an idea that would require a somewhat complicated script to pull off (if it's even possible)...

I would be happy to help you. Just send it. :smile:

FM's: Builder Roads, Old Habits, Old Habits Rebuild

Mapping and Scripting: Apples and Peaches

Sculptris Models and Tutorials: Obsttortes Models

My wiki articles: Obstipedia

Texture Blending in DR: DR ASE Blend Exporter

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One problem not mentioned on the wiki page is disappearing models.

In addition to this, the mapper should be aware that the collision and shadow meshes are effected.

 

1. If you resize a model, the mapper should make it a noclipmodel and make a rough nodrawsolid brush around it.

2. for certain models (don't ask me which) the shadow mesh gets borked so you have to create a rough patch based shadow model etc.

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Mappers fixing issues that aren't related to 2.0 can just do their thing as they normally would; I can only afford to keep track of issues related to the 2.0 release.

 

 

 

If the new .pk4s could be ready by the end of July that would be helpful.

 

This quote was taken from the "Getting Missions 2.0 ready" thread.

 

Is there any way I can get access to 2.0 editor? I'm just beginning a new FM, wondering and thinking ahead about changes, curious about what things will need redone, etc. and despise not doing something right the first time. I'm very hesitant to continue because of this and that's maybe because I started at a bad time. Admittedly its good to just "start" but with all that is going on I'm having feelings of "it may be better to just wait" to prevent having to do a lot of extra work for no reason.

 

More experienced thoughts on this?

Edited by Lux
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As long as you only use darkmod models and textures from the darkmod folder, you shouldn't run into much problems.

FM's: Builder Roads, Old Habits, Old Habits Rebuild

Mapping and Scripting: Apples and Peaches

Sculptris Models and Tutorials: Obsttortes Models

My wiki articles: Obstipedia

Texture Blending in DR: DR ASE Blend Exporter

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