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Newbie DarkRadiant Questions


demagogue

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It didn't help - the warning still shows up. It seems that aas file hasn't even been created this time, because it's not present in the folder.

Sounds like a path issue, it might be saving the proc/aas to some incorrect place, depends on a few things. Paths are pretty broken still ;/

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Here it is.

 

TDM 2.00 #5890 win-x86 Oct  5 2013 11:19:28
1596 MHz Intel CPU with MMX & SSE & SSE2 & SSE3 & HTT
4080 MB System Memory
1024 MB Video Memory
Winsock Initialized
Found interface: {C42C0A4A-F0DC-4040-B169-129B1F967418} Microsoft Virtual WiFi
Miniport Adapter - 0.0.0.0 NULL netmask - skipped
Found interface: {A571DC75-850A-4302-8673-08F2E7DFBF31} Urz - 0.0.0.0 NULL netm
ask - skipped
Found interface: {8F039360-28D8-48C7-9D65-C0381390F669} Karta Dell Wireless 139
7 WLAN Mini-Card - 192.168.1.102/255.255.255.0
Found interface: {05013668-E599-482D-86FD-18C52FC8898B} Realtek PCIe GBE Family
Controller - 0.0.0.0 NULL netmask - skipped
Found interface: {6C8FE0E5-75C5-4EEA-B391-146D0CAFAC44} Hamachi Network Interfa
ce - 5.70.147.82/255.0.0.0
Found interface: {D35EAE0F-2079-4BE9-A744-B4BB568773FC} VirtualBox Host-Only Et
hernet Adapter - 192.168.56.1/255.255.255.0
Sys_InitNetworking: adding loopback interface
Found Intel CPU with Hyper-Threading enabled, features: MMX SSE SSE2 SSE3 CMOV
tdm using MMX & SSE & SSE2 & SSE3 for SIMD processing.
enabled Flush-To-Zero mode
enabled Denormals-Are-Zero mode
------ Initializing File System ------
Current search path:
 C:\darkmod/fms/factory
 C:\darkmod\fms\factory\factory.pk4 (40 files)
 C:\darkmod/
 C:\darkmod\tdm_textures_wood01.pk4 (297 files)
 C:\darkmod\tdm_textures_window01.pk4 (234 files)
 C:\darkmod\tdm_textures_stone_sculpted01.pk4 (312 files)
 C:\darkmod\tdm_textures_stone_natural01.pk4 (110 files)
 C:\darkmod\tdm_textures_stone_flat01.pk4 (271 files)
 C:\darkmod\tdm_textures_stone_cobblestones01.pk4 (192 files)
 C:\darkmod\tdm_textures_stone_brick01.pk4 (390 files)
 C:\darkmod\tdm_textures_sfx01.pk4 (41 files)
 C:\darkmod\tdm_textures_roof01.pk4 (65 files)
 C:\darkmod\tdm_textures_plaster01.pk4 (124 files)
 C:\darkmod\tdm_textures_paint_paper01.pk4 (37 files)
 C:\darkmod\tdm_textures_nature01.pk4 (218 files)
 C:\darkmod\tdm_textures_metal01.pk4 (360 files)
 C:\darkmod\tdm_textures_glass01.pk4 (36 files)
 C:\darkmod\tdm_textures_fabric01.pk4 (38 files)
 C:\darkmod\tdm_textures_door01.pk4 (155 files)
 C:\darkmod\tdm_textures_decals01.pk4 (317 files)
 C:\darkmod\tdm_textures_carpet01.pk4 (71 files)
 C:\darkmod\tdm_textures_base01.pk4 (323 files)
 C:\darkmod\tdm_standalone.pk4 (4 files)
 C:\darkmod\tdm_sound_vocals_decls01.pk4 (25 files)
 C:\darkmod\tdm_sound_vocals07.pk4 (1104 files)
 C:\darkmod\tdm_sound_vocals06.pk4 (680 files)
 C:\darkmod\tdm_sound_vocals05.pk4 (128 files)
 C:\darkmod\tdm_sound_vocals04.pk4 (2337 files)
 C:\darkmod\tdm_sound_vocals03.pk4 (739 files)
 C:\darkmod\tdm_sound_vocals02.pk4 (1292 files)
 C:\darkmod\tdm_sound_vocals01.pk4 (82 files)
 C:\darkmod\tdm_sound_sfx02.pk4 (596 files)
 C:\darkmod\tdm_sound_sfx01.pk4 (882 files)
 C:\darkmod\tdm_sound_ambient_decls01.pk4 (8 files)
 C:\darkmod\tdm_sound_ambient03.pk4 (24 files)
 C:\darkmod\tdm_sound_ambient02.pk4 (151 files)
 C:\darkmod\tdm_sound_ambient01.pk4 (205 files)
 C:\darkmod\tdm_prefabs01.pk4 (544 files)
 C:\darkmod\tdm_player01.pk4 (123 files)
 C:\darkmod\tdm_models_decls01.pk4 (89 files)
 C:\darkmod\tdm_models02.pk4 (1809 files)
 C:\darkmod\tdm_models01.pk4 (1679 files)
 C:\darkmod\tdm_gui_credits01.pk4 (49 files)
 C:\darkmod\tdm_gui01.pk4 (667 files)
 C:\darkmod\tdm_game02.pk4 (2 files)
 C:\darkmod\tdm_game01.pk4 (2 files)
 C:\darkmod\tdm_fonts01.pk4 (696 files)
 C:\darkmod\tdm_env01.pk4 (98 files)
 C:\darkmod\tdm_defs01.pk4 (169 files)
 C:\darkmod\tdm_base01.pk4 (149 files)
 C:\darkmod\tdm_ai_steambots01.pk4 (24 files)
 C:\darkmod\tdm_ai_monsters_spiders01.pk4 (82 files)
 C:\darkmod\tdm_ai_humanoid_undead01.pk4 (50 files)
 C:\darkmod\tdm_ai_humanoid_townsfolk01.pk4 (79 files)
 C:\darkmod\tdm_ai_humanoid_pagans01.pk4 (10 files)
 C:\darkmod\tdm_ai_humanoid_nobles01.pk4 (49 files)
 C:\darkmod\tdm_ai_humanoid_mages01.pk4 (7 files)
 C:\darkmod\tdm_ai_humanoid_heads01.pk4 (69 files)
 C:\darkmod\tdm_ai_humanoid_guards01.pk4 (313 files)
 C:\darkmod\tdm_ai_humanoid_females01.pk4 (155 files)
 C:\darkmod\tdm_ai_humanoid_builders01.pk4 (87 files)
 C:\darkmod\tdm_ai_base01.pk4 (8 files)
 C:\darkmod\tdm_ai_animals01.pk4 (80 files)
File System Initialized.
--------------------------------------
----- Initializing Decls -----
------------------------------
------- Initializing renderSystem --------
using ARB renderSystem
renderSystem initialized.
--------------------------------------
I18N: SetLanguage: 'english'.
I18N: Found no character remapping for english.
I18N: 1213 strings read from strings/english.lang
I18N: 'strings/fm/english.lang' not found.
WARNING:Couldn't load image: guis/assets/splash/launch
Couldn't open journal files
Couldn't exec editor.cfg - file does not exist.
execing default.cfg
Unknown command 'use'
Unknown command 'console'
Unknown command 'next'
Unknown command 'prev'
Unknown command 'previous'
Unknown command 'next'
Unknown command 'crouch'
Unknown command 'Lean'
Unknown command 'lean'
Unknown command 'Readables'
Unknown command 'spyglass'
Unknown command 'compass'
Unknown command 'lantern'
Unknown command 'maps'
Unknown command 'objectives'
Unknown command 'keys'
Unknown command 'lockpicks'
Unknown command 'lean'
Unknown command 'Inventory'
Unknown command 'Mantle'
Unknown command 'creep'
Unknown command 'frob'
Unknown command 'inventory'
execing Darkmod.cfg
Couldn't exec autoexec.cfg - file does not exist.
I18N: SetLanguage: 'english'.
I18N: Found no character remapping for english.
I18N: 1213 strings read from strings/english.lang
I18N: 'strings/fm/english.lang' not found.
----- Initializing Sound System ------
sound system initialized.
--------------------------------------
----- R_InitOpenGL -----
Initializing OpenGL subsystem
...getting default gamma ramp: success
...registered window class
...registered fake window class
...initializing QGL
...calling LoadLibrary( 'opengl32' ): succeeded
...calling CDS: ok
...created window @ 0,0 (1600x900)
Initializing OpenGL driver
...getting DC: succeeded
...PIXELFORMAT 2 selected
...creating GL context: succeeded
...making context current: succeeded
------- Input Initialization -------
Initializing DirectInput...
mouse: DirectInput initialized.
keyboard: DirectInput initialized.
------------------------------------
sound: STEREO
Checking portable OpenGL extensions...
v - using GL_ARB_multitexture
v - using GL_ARB_texture_env_combine
v - using GL_ARB_texture_cube_map
v - using GL_ARB_texture_env_dot3
v - using GL_ARB_texture_env_add
v - using GL_ARB_texture_non_power_of_two
v - using GL_ARB_texture_compression
v - using GL_EXT_texture_compression_s3tc
v - using GL_EXT_texture_filter_anisotropic
   maxTextureAnisotropy: 16.000000
v - using GL_EXT_texture_lod_bias
v - using GL_EXT_texture3D
v - using GL_EXT_stencil_wrap
v - using glStencilOpSeparate
X - GL_NV_register_combiners not found
v - using GL_ATI_fragment_shader
v - using GL_ARB_vertex_buffer_object
v - using GL_ARB_vertex_program
v - using GL_ARB_fragment_program
X - EXT_depth_bounds_test not found
---------- R_NV20_Init ----------
Not available.
----------- R200_Init -----------
GL_NUM_FRAGMENT_REGISTERS_ATI: 6
GL_NUM_FRAGMENT_CONSTANTS_ATI: 8
GL_NUM_PASSES_ATI: 2
GL_NUM_INSTRUCTIONS_PER_PASS_ATI: 8
GL_NUM_INSTRUCTIONS_TOTAL_ATI: 16
GL_COLOR_ALPHA_PAIRING_ATI: 1
GL_NUM_LOOPBACK_COMPONENTS_ATI: 3
GL_NUM_INPUT_INTERPOLATOR_COMPONENTS_ATI: 3
FPROG_FAST_PATH
---------------------
---------- R_ARB2_Init ----------
Available.
---------------------------------
----- R_ReloadARBPrograms -----
glprogs/test.vfp
glprogs/test.vfp
glprogs/interaction.vfp
glprogs/interaction.vfp
glprogs/bumpyEnvironment.vfp
glprogs/bumpyEnvironment.vfp
glprogs/ambientLight.vfp
glprogs/ambientLight.vfp
glprogs/shadow.vp
glprogs/R200_interaction.vp
glprogs/nv20_bumpAndLight.vp
glprogs/nv20_diffuseColor.vp
glprogs/nv20_specularColor.vp
glprogs/nv20_diffuseAndSpecularColor.vp
glprogs/environment.vfp
glprogs/environment.vfp
glprogs/test_direct.vfp
glprogs/test_direct.vfp
glprogs/interaction_direct.vfp
glprogs/interaction_direct.vfp
-------------------------------
using ARB_vertex_buffer_object memory
using ARB2 renderSystem
Font fonts/english/stone in size 12 not found, using size 24 instead.
gamex86 - Found DLL in EXE path with timestamp of 1382022922 - C:\darkmod/gamex
86.dll
gamex86 - Found DLL in pak file with timestamp of 1380968720 - C:\darkmod\tdm_g
ame01.pk4/gamex86.dll
gamex86 - DLL in EXE path is newer, ignoring DLL in pak file
Found Intel CPU with Hyper-Threading enabled, features: MMX SSE SSE2 SSE3 CMOV
game using MMX & SSE & SSE2 & SSE3 for SIMD processing.
enabled Flush-To-Zero mode
enabled Denormals-Are-Zero mode
--------- Initializing Game ----------
The Dark Mod 2.00, code revision 5894
Build date: Oct  5 2013
WARNING:file def/tdm_shopitems.def, line 342: entityDef 'atdm:map_of' previousl
y defined at def/custom.def:1
WARNING:file def/tdm_shopitems.def, line 353: entityDef 'ShopItem_map_of' previ
ously defined at def/custom.def:12
Initializing event system
...819 event definitions
Initializing class hierarchy
...168 classes, 399672 bytes for event callbacks
Initializing scripts
Compiled 'tdm_ai_lanternbot::startAlarmWhistle': 143.1 ms
---------- Compile stats ----------
Memory usage:
 Strings: 39, 4784 bytes
 Statements: 18660, 373200 bytes
  Functions: 1205, 122276 bytes
  Variables: 85344 bytes
   Mem used: 1064852 bytes
Static data: 2277552 bytes
  Allocated: 2798472 bytes
Thread size: 7068 bytes
...6 aas types
game initialized.
--------------------------------------
Parsing material files
Found 0 new mission packages.
Found 35 mods in the FM folder.
Parsed 35 mission declarations.
No 'tdm_mapsequence.txt' file found for the current mod: factory
-------- Initializing Session --------
Font fonts/english/mason_glow in size 12 not found, using size 48 instead.
Font fonts/english/mason_glow in size 24 not found, using size 48 instead.
Font fonts/english/mason in size 12 not found, using size 48 instead.
Font fonts/english/mason in size 24 not found, using size 48 instead.
session initialized
--------------------------------------
--- Common Initialization Complete ---
------------- Warnings ---------------
during The Dark Mod initialization...
WARNING:Couldn't load image: guis/assets/splash/launch
WARNING:file def/tdm_shopitems.def, line 342: entityDef 'atdm:map_of' previousl
y defined at def/custom.def:1
WARNING:file def/tdm_shopitems.def, line 353: entityDef 'ShopItem_map_of' previ
ously defined at def/custom.def:12
3 warnings
Couldn't exec autocommands.cfg - file does not exist.
Widescreenmode was set to: 14 (1600x900)
]dmap test\test.map
---- dmap ----
--- LoadDMapFile ---
loading maps\test\test
glprogs/ambientEnvironment.vfp
glprogs/ambientEnvironment.vfp
glprogs/heatHazeWithMask.vfp
glprogs/heatHazeWithMask.vfp
  67 total world brushes
   5 total world triSurfs
  12 patches
  42 entities
 266 planes
   0 areaportals
size:  -193, -136, -136 to   832,  536,  656
############### entity 0 ###############
--- FaceBSP ---
 396 faces
 398 leafs
 0.1 seconds faceBsp
----- MakeTreePortals -----
----- FilterBrushesIntoTree -----
  67 total brushes
 177 cluster references
--- FloodEntities ---
  70 flooded leafs
--- FillOutside ---
 162 solid leafs
 166 leafs filled
  70 inside leafs
----- ClipSidesByTree -----
--- FloodAreas ---
area 0 has 67 leafs
area 1 has 1 leafs
area 2 has 2 leafs
   3 areas
----- PutPrimitivesInAreas -----
----- BuildLightShadows -----
----- CreateLightShadow 1BB97EE8 -----
----- CreateLightShadow 1BC3BF30 -----
----- CreateLightShadow 1BC3C4C8 -----
----- CreateLightShadow 1BBC08E8 -----
----- CreateLightShadow 1BBC0E80 -----
 0.1 seconds for BuildLightShadows
----- OptimizeEntity -----
----- OptimizeAreaGroups Results -----
  548 tris in
  292 tris after edge removal optimization
  339 tris after final t junction fixing
----- OptimizeAreaGroups Results -----
  130 tris in
  130 tris after edge removal optimization
  130 tris after final t junction fixing
----- FixGlobalTjunctions -----
############### entity 9 ###############
--- FaceBSP ---
   0 faces
   1 leafs
 0.0 seconds faceBsp
----- MakeTreePortals -----
WARNING:node without a volume
----- FilterBrushesIntoTree -----
   0 total brushes
   0 cluster references
----- ClipSidesByTree -----
--- FloodAreas ---
area 0 has 1 leafs
   1 areas
----- PutPrimitivesInAreas -----
----- OptimizeEntity -----
----- OptimizeAreaGroups Results -----
  128 tris in
  128 tris after edge removal optimization
  128 tris after final t junction fixing
----- FixGlobalTjunctions -----
############### entity 10 ###############
--- FaceBSP ---
   0 faces
   1 leafs
 0.1 seconds faceBsp
----- MakeTreePortals -----
WARNING:node without a volume
----- FilterBrushesIntoTree -----
   0 total brushes
   0 cluster references
----- ClipSidesByTree -----
--- FloodAreas ---
area 0 has 1 leafs
   1 areas
----- PutPrimitivesInAreas -----
----- OptimizeEntity -----
----- OptimizeAreaGroups Results -----
  128 tris in
  128 tris after edge removal optimization
  128 tris after final t junction fixing
----- FixGlobalTjunctions -----
############### entity 14 ###############
--- FaceBSP ---
   0 faces
   1 leafs
 0.1 seconds faceBsp
----- MakeTreePortals -----
WARNING:node without a volume
----- FilterBrushesIntoTree -----
   1 total brushes
   1 cluster references
----- ClipSidesByTree -----
--- FloodAreas ---
area 0 has 1 leafs
   1 areas
----- PutPrimitivesInAreas -----
----- OptimizeEntity -----
----- OptimizeAreaGroups Results -----
 2 tris in
 2 tris after edge removal optimization
 2 tris after final t junction fixing
----- FixGlobalTjunctions -----
############### entity 36 ###############
--- FaceBSP ---
  30 faces
  64 leafs
 0.1 seconds faceBsp
----- MakeTreePortals -----
----- FilterBrushesIntoTree -----
   5 total brushes
  24 cluster references
----- ClipSidesByTree -----
--- FloodAreas ---
area 0 has 40 leafs
   1 areas
----- PutPrimitivesInAreas -----
----- OptimizeEntity -----
WARNING: backwards triangle in input!
----- OptimizeAreaGroups Results -----
  120 tris in
   28 tris after edge removal optimization
   52 tris after final t junction fixing
----- FixGlobalTjunctions -----
############### entity 37 ###############
--- FaceBSP ---
   6 faces
   7 leafs
 0.0 seconds faceBsp
----- MakeTreePortals -----
----- FilterBrushesIntoTree -----
   1 total brushes
   1 cluster references
----- ClipSidesByTree -----
--- FloodAreas ---
area 0 has 6 leafs
   1 areas
----- PutPrimitivesInAreas -----
----- OptimizeEntity -----
----- OptimizeAreaGroups Results -----
   12 tris in
   12 tris after edge removal optimization
   12 tris after final t junction fixing
----- FixGlobalTjunctions -----
############### entity 38 ###############
--- FaceBSP ---
   0 faces
   1 leafs
 0.1 seconds faceBsp
----- MakeTreePortals -----
WARNING:node without a volume
----- FilterBrushesIntoTree -----
   0 total brushes
   0 cluster references
----- ClipSidesByTree -----
--- FloodAreas ---
area 0 has 1 leafs
   1 areas
----- PutPrimitivesInAreas -----
----- OptimizeEntity -----
----- OptimizeAreaGroups Results -----
   40 tris in
   40 tris after edge removal optimization
   40 tris after final t junction fixing
----- FixGlobalTjunctions -----
############### entity 41 ###############
--- FaceBSP ---
  18 faces
  28 leafs
 0.1 seconds faceBsp
----- MakeTreePortals -----
----- FilterBrushesIntoTree -----
   3 total brushes
   8 cluster references
----- ClipSidesByTree -----
--- FloodAreas ---
area 0 has 20 leafs
   1 areas
----- PutPrimitivesInAreas -----
----- OptimizeEntity -----
----- OptimizeAreaGroups Results -----
   72 tris in
   36 tris after edge removal optimization
   36 tris after final t junction fixing
----- FixGlobalTjunctions -----
----- WriteOutputFile -----
writing maps\test\test.proc
0 total shadow triangles
0 total shadow verts
-----------------------
   5 seconds for dmap
collision data:
 8 models
  549 vertices (12 KB)
  938 edges (32 KB)
  384 polygons (26 KB)
   76 brushes (10 KB)
  262 nodes (7 KB)
  500 polygon refs (3 KB)
  161 brush refs (1 KB)
  603 internal edges
 4 sharp edges
 0 contained polygons removed
 0 polygons merged
   95 KB total memory used
2 msec to load collision data.
-------------------------------------
   0 seconds to create collision map
no entities in map that use aas48
=======================================================
no entities in map that use aas96
=======================================================
[brush Load]
   67 brushes
[brush Merge]
   67 original brushes
 5 brushes merged
  254 brush sides clipped
[brush BSP]
   62 brushes
   16 grid cells
  100 %
  198 splits
[Portalize BSP]
  397 nodes
  397 nodes portalized
[Remove Outside]
WARNING:no entities inside
maps\test\test.map has no outside==============================================
=========
no entities in map that use aas100
=======================================================
no entities in map that use aas_rat
=======================================================
no entities in map that use aas_elemental
------------- Warnings ---------------
during compiling AAS...
WARNING:no entities inside
1 warnings
------------- Warnings ---------------
during compiling AAS...
WARNING:no entities inside
1 warnings
]condump missing.txt
Dumped console text to missing.txt.

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WARNING:no entities inside

maps\test\test.map has no outside==============================================

=========

no entities in map that use aas100

=======================================================

no entities in map that use aas_rat

=======================================================

no entities in map that use aas_elemental

------------- Warnings ---------------

during compiling AAS...

WARNING:no entities inside

1 warnings

------------- Warnings ---------------

during compiling AAS...

WARNING:no entities inside

1 warnings

 

What? No entities inside? It didn't leak or anything, that's very strange bug. Do you happen to have a mission currently installed?

I always assumed I'd taste like boot leather.

 

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Is it possible to manipulate a ragdoll and mold him to an exact position?

 

I saw this thing in the wiki which suggests using g_dragEntity 1 and then use saveRagdolls but I need better control over the ragdoll AI then that.

 

Is there something inside the editor that allows me to fully manipulate them?

 

Thanks!

Edited by Goldwell
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I don't think so. If you want an ai to perform a specific movement, you normally need to setup an animation. Maybe Sotha can help you.

  • Like 1

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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Is there a tl;dr version of importing a texture into my mission?

 

I have been reading through the wiki but that just hurts my head and also feels a little outdated. Is there a simple way to get my texture into the game? I have the TGA file in my /textures/ folder but it doesn't show in DR.

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You need to make material for it.

http://wiki.thedarkm...c_Material_File

 

Make a folder "materials" (or was it material?) into your TDM folder.

Make a file goldwell.mtr

 

Copy paste this into it:

textures/darkmod/stone/brick/redbrick_with_mortar
{
// Use on of the predefined surface types like:
// none, metal, stone, flesh, glass, wood
stone

// Or use "surftype15" and add the surface type as the first (or only) word of the description,
// the following are possible:
// tile, carpet, dirt, gravle, grass, rock, twigs, foliage, sand, mud, brokeglass, snow, ice, squeakboard,
// puddle, moss, cloth, ceramic, slate, straw, armor_leath, armor_chain, armor_plate, climbable, paper, hardwood

//surftype15
//description "carpet This is a carpet texture."

qer_editorimage  textures/darkmod/stone/brick/redbrick_with_mortar_ed
bumpmap		  textures/darkmod/stone/brick/redbrick_with_mortar_local
diffusemap	   textures/darkmod/stone/brick/redbrick_with_mortar
specularmap	  textures/darkmod/stone/brick/redbrick_with_mortar_s

// This is the code required for frob highlighting this texture
{
	if ( parm11 > 0 )
	blend	   gl_dst_color, gl_one
	map		 _white.tga
	rgb		 0.40 * parm11
}
{
	if ( parm11 > 0 )
	blend	   add
	map		 textures/darkmod/stone/brick/redbrick_with_mortar
	rgb		 0.15 * parm11
}

	// TDM Ambient Method Related
	{
			if (global5 == 1)
			blend add
			map							 textures/darkmod/stone/brick/redbrick_with_mortar
			scale				   1, 1
			red							 global2
			green				   global3
			blue					global4
	}
	{
			if (global5 == 2)
			blend add
			program ambientEnvironment.vfp
			vertexParm			  0			   1, 1, 1, 1			  // UV Scales for Diffuse and Bump
			vertexParm			  1			   1, 1, 1, 1			  // (X,Y) UV Scale for specular
			vertexParm			  2			   global2, global3, global4, 1

			fragmentMap			 0			   cubeMap env/gen1
			fragmentMap			 1			   textures/darkmod/stone/brick/redbrick_with_mortar_local				  // Bump
			fragmentMap			 2			   textures/darkmod/stone/brick/redbrick_with_mortar						// Diffuse
			fragmentMap			 3			   _black				  // Specular
	}
}

 

Replace the first

"textures/darkmod/stone/brick/redbrick_with_mortar" with the name you want it to have and where it should be placed in DR. (i.e. textures/darkmod/goldwell/texturename)

 

Replace these so that they point to the new texture file you have

qer_editorimage textures/darkmod/stone/brick/redbrick_with_mortar_ed

bumpmap textures/darkmod/stone/brick/redbrick_with_mortar_local

diffusemap textures/darkmod/stone/brick/redbrick_with_mortar

specularmap textures/darkmod/stone/brick/redbrick_with_mortar_s

 

diffusemap is the real color texture. qer_editorimage is the DR preview. Bump map is.. well bump map for your texture (you must have it). specular is 'glossiness' and not mandatory.

So you need ger_editorimage, which is a 256x256 jpg file of your texture. The diffusemap .tga and the bumpmap .tga. You can make some basic bumpmaps with this GIMP plugin: https://code.google....gimp-normalmap/

(Basically, open your diffuse texture, then run the plugin and fiddle with the settings so that it looks like the texture has depth. Then save it into filename_local.tga)

 

Replace all the occurences to textures/darkmod/stone/brick/redbrick_with_mortar in the above example to your new files. It exists in a few "map" keywords and in "fragmentmap" keywords. Just look through carefully you replaced everything.

  • Like 1

Clipper

-The mapper's best friend.

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Some additions. Bump maps are also not mandatory, but the texture will look flat if you don't have one. In addition, you can use the diffusemap as editor image.

 

Frob highlighting code depends on where you want to use the texture. If nothing you use this one is frobable, you can leave that part away either. Ambient Method code depends on the texture. On many textures I don's see a big difference anyways, but that's maybe a matter of taste.

 

The simplest case for a material file looks like this

textures/darkmod/texturepath
{
 material type
 qer_editorimage image
 diffusemap path_to_your_diffuse_tga
}

A good introduction to this topic can be found here.

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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OK, I give up trying to figure this out on my own, so if you'd be so kind, riddle me this basic thing, rotating a complete assembly makes parts of it "explode" for lack of a better word. It's like the assembly isn't being rotated around the tool's axis, but each part is being treated independently on different ones. I did see some message in this thread about surrounding entities with a big brush to work around bad rotations, which made no difference for me. :-(

 

I know rotations can be wonky in scene layout programs, in my old days in Lightwave one would simply parent everything to a single point prim to rotate around, but parenting here seemed to offer no change (which leads the question of what it's purpose is). In the animation program I used for Second Life, the order of rotations mattered, but that was involving complex character animation.

 

I'm sure this has been answered before, but none of the search results on the wiki or forum seem to explain/resolve this issue. (And presumably since not everything in missions faces all one direction, folks have a workaround, heh!) What might that be/how do I deal/what am I missing?

 

PS: I was going to try exporting the assembly and reimport it as one new object, but exporting an OBJ doesn't seem to have a complimentary import? Likewise, individual pieces can be exported as ASE, but how to get that back in?

"The measure of a man's character is what he would do if he knew he never would be found out."

- Baron Thomas Babington Macauley

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OK, I give up trying to figure this out on my own, so if you'd be so kind, riddle me this basic thing, rotating a complete assembly makes parts of it "explode" for lack of a better word. It's like the assembly isn't being rotated around the tool's axis, but each part is being treated independently on different ones. I did see some message in this thread about surrounding entities with a big brush to work around bad rotations, which made no difference for me. :-(

There's a button on the toolbar which controls how rotations are handled, i.e you can disable it from rotating each part, and treat it as a whole.

 

PS: I was going to try exporting the assembly and reimport it as one new object, but exporting an OBJ doesn't seem to have a complimentary import? Likewise, individual pieces can be exported as ASE, but how to get that back in?

Models are models, they are no longer brushes. You 'import' them by placing the model files in the correct location and then adding them as an entity (the add model context menu).

 

Obj models are not used inside TDM, technically they can be.... but it's not supported. Use ASE/lwo for statics :)

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There's a button on the toolbar which controls how rotations are handled, i.e you can disable it from rotating each part, and treat it as a whole.

 

Thanks, sadly they twist instead of rotating with the object with "rotate models independently" depressed. The one next to it about funcs doesn't seem to impact anything on or off. :/

 

Worse, the mission I was going to play to refresh my mind has me stumped too, thwarted at every, excuse the pun, turn!

 

PS: Drats, sadly the export ASE doesn't seem to do anything (nothing apparent happens from the convert to ase either).

Edited by RJFerret

"The measure of a man's character is what he would do if he knew he never would be found out."

- Baron Thomas Babington Macauley

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You mean this?

 

*nods, that menu option duplicates the button function, hit the button and the menu gets checked, rotating the assembly has parts that twist. Unset the button/uncheck that menu option, they flail about more wildly (I'm only trying to turn on the Z, doesn't matter if I use the "r" rotate function and shift drag in the appropriate ortho view, or if I use the "Rotate and scale" and click arrows on the Z.

 

OK, now that I've played through a mission and gone back to take another look at this, here's what I've learned. I rotated the assembly to match the orientation the model loads in, resize a newly loaded one to fit, everything works fine/as expected, can rotate the whole shebang. But spin it to bury the bad overlapping polygons in the model and not look so artificially lined up nor match the second one causes problems, then rotating the assembly causes it to go haywire (swing up/down or pivot depending on if that menu option is checked/button selected).

 

It's like the previous rotation contaminates the ability to rotate with other pieces.

"The measure of a man's character is what he would do if he knew he never would be found out."

- Baron Thomas Babington Macauley

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Drats, sadly the export ASE doesn't seem to do anything

The model has to be in the models folder. After exporting, you have to hit file->reload models to get it to see in the create model window..

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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So I'm not the only one apparently! This prefab exhibits the same behavior: darkmod/prefabs/architecture/buildings, façades/garden_shed.pfb

 

If you import it, then rotate it around the z axis 30°, you'll find the stove chimney pipe no longer connects to the stove or external pipe. Depending on the direction you rotate, it'll either be floating inside by the caulk wall, or floating outside the shared wall. Logically the original creator simply spun around a copy of the external chimney pipe for the stove inside, a very typical part of the usual workflow that seems broken here to me. (I'm guessing most people aren't building in a modular fashion? )

 

The model has to be in the models folder. After exporting, you have to hit file->reload models to get it to see in the create model window..

 

I was trying to export into another folder first, since it can't "see" into the pk4 for export, then presumably rename to put it into the zip, etc. But the export didn't provide any feedback, nor create a file in the chosen folder.

"The measure of a man's character is what he would do if he knew he never would be found out."

- Baron Thomas Babington Macauley

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Is it possible to control AI alert states via scripts?

 

Scenario:

When something happens, I want the AI to play a conversation regardless of his current alert state. Normally, if AI is alerted and subsequently a conversation is initiated, the AI just ignores the conversation. If I could use a script to simply set AI to non-alert state and then start the conversation, everything should work like it should. It would be good if the AI could be alerted during the conversation normally.

Clipper

-The mapper's best friend.

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void setAlertLevel(float newLevel);

This changes the alert level. I don't know if the state is automatically changed by the code. In addition, there may be a member variable for the state. I would have to check out once I'm home again, but if so a scriptobject on the specific ai should do the trick.

 

It may also be possible to do this via S&R, have to check out.

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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void setAlertLevel(float newLevel);

I don't know if the state is automatically changed by the code.

 

It is.

 

If your AI is named "Bob", then you'd use this:

 

$Bob.setAlertLevel(0);

 

The code will ratchet Bob down from whatever alert state he's in, until he reaches Idle or Alert Idle.

 

If Bob is subsequently alerted by something, he'll start to ramp back up again, so you have to be careful about that.

 

If Bob has already seen evidence of intruders (found body, too many lights out, combat, etc.), he'll have his weapon out when he drops back to Alert Idle. If you want him to put his weapon away, give him this spawnarg:

 

"disable_alert_idle" "1"

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So I'm not the only one apparently! This prefab exhibits the same behavior: darkmod/prefabs/architecture/buildings, façades/garden_shed.pfb

 

IIRC, models always rotate around their own origin, so if you have a prefab selected that has brushes and models combined, the brushes will rotate properly, but the models don't. I thought DR was supposed to have a feature that allowed you to select a new origin and have everything rotate around that, models included, but I've either never found it or it doesn't work properly.

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