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Newbie DarkRadiant Questions


demagogue

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http://www.megafileu.../train-map.html

http://www.megafileu...train-proc.html

http://www.megafileu.../train-bak.html

 

i dont think it can be fixed though, now i am thinking about illuminating the tunnel with spotlights, that way it seems do-able

have a look at the rest of the map, i built this in 2 days, minus the piano, desk and skybox that is, i stole those from other mappers.

 

I am making a gigantic database of assets found in other mappers maps, that way it would be easier to fill up your maps i just extract everything that is usable including characters and pathways, fires, lights, torches, furniture, etc

all combined into one map, like a gigantic furniture store, just copy and paste to camera.

i will post that one when it is completed.

Edited by Garreth

Taf you, you taffin taffer

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Making those things prefabs may make more sense.

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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you mean implemented in the mod? if it has movable doors i dont think you can make that prefab,

and you must be able to customize it

like i just put a guy to sleep on a couch, it had to be accurately placed so, i copied him to this map and someone else would not have to do all the testing to see if he is laying correctly they just have to give the cushion another texture, and maybe replace the couch by another color.

 

muwjn8.jpg

Edited by Garreth

Taf you, you taffin taffer

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Prefabs are basically map files. You can include anything you want. Just map what you like to have, select everything and use the "export selection as prefab" option.

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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i see but then you don't have a preview of what you want with prefabs- just a name.

with that map i create you just have a full view of all the objects, easy to select in top view, copy, and paste in your other map.

and prefabs cannot be exported to the camera leaving with alot of zooming and dragging.

Edited by Garreth

Taf you, you taffin taffer

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Actually, prefabs get included were you've put them. There is a prefab preview, and they are all sorted by categories and can have suitable names. This seems much better to me than a map file with tons of things in it which I don't oversee.

 

But in the end it's your choice, though.

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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How do you resize from these directions with the mouse?

 

ffWOsb9.png

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You mean hit "F" and then select the face and then use the mouse to drag to the right size?

 

I mean drag it out similar to how the opposing sides are dragged out

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Just move the mouse beneath it and start dragging.

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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Just move the mouse beneath it and start dragging.

 

That doesn't resize that side though it just moves the whole entity

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Oh wait i'm an idiot. Sorry Moonbo you were right it is F, I didn't see the green dots the first time around.

 

Thanks guys! thats my derp for the day :P

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That doesn't resize that side though it just moves the whole entity

You have to click on one side of the brush, not at it.

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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You have to click on one side of the brush, not at it.

 

Read the post above you I got it all sorted :) I was looking in the wrong place the error was on me

 

Thanks for your help though!

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Okay I've got 5 issues with my map, and I thought it would be wise to ask a broader audience than just the testers for these. Some may consider them spoilers, so used the tags, 'just in case'.

 

 

-I cannot get the same light values on the model lights "atdm:standing_chandelier_3_candles" and "atdm:chandelier_3_candles" as if I was using a normal "light_candleflame". When using "set color on x" they seem over-saturated, and lower values don't seem to work.

-Spiderweb textures on brushes looks "wrong" when when in light other than ambient. I can't get them to only be lighted by ambient, where they look the best.

-Sleeping AIs tend to fall through the floor if blocked when they try to stand up.

-Can't get sound_loss to work on transparent windows. Using info_locationseperators.

-The noblewoman AI has a key bound to belt_back_right, but it seems to be floating a few units behind her.

 

Edited by Kvorning
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- the chandelier is a bit problematic, as you have three light sources near each other. Try reducing the light_radii

- spiderwebs are decals, place them on patches

- the fall through happens sometimes, this is a TDM issue

- the sound loss is for the ai imho, I think there are different spawnargs for what the player here, but grayman can tell you better, also note that this is a 2.0 feature

- try the joint rightHips_Dummy

 

 

I hope that helps a bit.

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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For the AI falling, try putting a nodraw solid brush in the exact spot that the bed is. I've heard that this works to help stop the AI from falling through.

 

 

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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I cannot get the same light values on the model lights "atdm:standing_chandelier_3_candles" and "atdm:chandelier_3_candles" as if I was using a normal "light_candleflame".

Ive got a prefab, that fixes all that and is also only uses one light source instead of thread cutting down on the Draw calls (DC)

 

Here yer go, just rename to .zip and unzip etc.

 

chandelier_3candle_1l-source.zip.txt

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The chandelier was an awesome way for fixing the light and now looks -perfect-!

 

The AI thing I'm gonna say is fine with a monster clipping inside the bed. They fall through less now.

 

The joint wasn't recognized during dmap, but it's a minor detail really.

 

The lightning on webs are still an issue weather it's patch or brush.

Here's a couple of shots so you can see if I did the joint thing wrong, and how the webs look like:

E7xnqZu.jpg

0o1hcmH.jpg

 

 

 

Oh and, does anyone know if the "slick" surface friction levels can be modified?

Edited by Kvorning
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