someTaff Posted April 11, 2013 Report Share Posted April 11, 2013 (edited) Moonlight as to cast shadows for outside area? Use a simple light, with proper moon color. Place it high so it casts nice shadows. Moonlight causes a more bright area in terms of ambient light? Use location system to increase the ambient_light brightness in the outside area location:http://wiki.thedarkm...cation_Settings Moonlight to seep in through a window, use a spot light with a light texture that looks like the window through which the light is seeping through.Big thanks, will try locations, omnilights with shadows for moonlight deals fps drop Sotha, im making PortalSky out of training mission example, but when i place objects inside info_portalSky area they appear black, and they lit with one light as in screenshot. How to make them lit ( two stone rectangles)?FIXED: There was some problem with existing light, created new one and rects are lit Edited April 11, 2013 by someTaff Quote What excuse do we have not to sculpt, and sculpt, and sculpt, until the job is done? Link to comment Share on other sites More sharing options...
Sotha Posted April 11, 2013 Report Share Posted April 11, 2013 Does the ambient light reach these objects? Enlarge it so that it covers your skybox. EDIT; the blue light should lit those rectangles if the radius is enough. Not sure why they don't. 1 Quote Clipper-The mapper's best friend. Link to comment Share on other sites More sharing options...
someTaff Posted April 11, 2013 Report Share Posted April 11, 2013 (edited) It went well! Distant rocks are portal sky. Supposed to look like a mountain cliff. Edited April 11, 2013 by someTaff 4 Quote What excuse do we have not to sculpt, and sculpt, and sculpt, until the job is done? Link to comment Share on other sites More sharing options...
RPGista Posted April 11, 2013 Report Share Posted April 11, 2013 (edited) If Light set to "Paralell" it would cast 90 to the ground shadow. how to set custom angle for paralell light, as to simulate moon?Thanks! You need to hit V so you can edit the vertex, there should be a lone one hovering over the light, just move it about - the direction between this point and the light icon will be the moonlight "angle". It will be nice seeing a new mission using moonlight, far as I know mine is the only mission using it in TDM. Maybe House of Theo too, cant remember... Take a look at Katsbits website for more info. Edited April 11, 2013 by RPGista 1 Quote Link to comment Share on other sites More sharing options...
someTaff Posted April 11, 2013 Report Share Posted April 11, 2013 (edited) You need to hit V so you can edit the vertex, there should be a lone one hovering over the light, just move it about - the direction between this point and the light icon will be the moonlight "angle". It will be nice seeing a new mission using moonlight, far as I know mine is the only mission using it in TDM. Maybe House of Theo too, cant remember... Take a look at Katsbits website for more info.Probably won't use such light, as it hits FPS even more than it is now on open street areaExellent FM it is! In remebrance of himDid you draw buildings in blender? Cool stuff! Edited April 11, 2013 by someTaff Quote What excuse do we have not to sculpt, and sculpt, and sculpt, until the job is done? Link to comment Share on other sites More sharing options...
grayman Posted April 11, 2013 Report Share Posted April 11, 2013 In the North also uses moonlight. Look above the tower and in the courtyard. You can also tweak the light center directly by adjusting the "light_center" spawnarg on a parallel light. 1 Quote Link to comment Share on other sites More sharing options...
RPGista Posted April 11, 2013 Report Share Posted April 11, 2013 (edited) Been meaning to play that one for a while, heard nothing but good things, fan of your Above the City too... And SomeTaff, thanks! The buildings are all done inside DR, they are patch contructions. Also been meaning to writte a tutorial about that for ages... Great pics by the way, here and in the Working thread, loved that curved, inclined geometry. Edited April 11, 2013 by RPGista Quote Link to comment Share on other sites More sharing options...
Bikerdude Posted April 11, 2013 Report Share Posted April 11, 2013 Finally a proper tower in the sky, where you can believe its up in the clouds. Quote Link to comment Share on other sites More sharing options...
someTaff Posted April 12, 2013 Report Share Posted April 12, 2013 (edited) How to export a model from Blender 2.66 to TDM?How to make LWO model appear in DR, with textures?Ok i see model in DR, but no textureI do obj import to Lightwave, and save as LWO. Textures in Lightwave are okDmap spams about 'Could not load image" Images are in the same folder as model (TGA)i've opened lwo and looks like the path to tga images is relative ("C:/Users..and so on") Edited April 12, 2013 by someTaff Quote What excuse do we have not to sculpt, and sculpt, and sculpt, until the job is done? Link to comment Share on other sites More sharing options...
Springheel Posted April 12, 2013 Report Share Posted April 12, 2013 You have to name give the texture in LW the same name as the material shader, which is essentially text that points the engine to the correct textures. http://wiki.thedarkmod.com/index.php?title=Basic_Material_File 1 Quote TDM Missions: A Score to Settle * A Reputation to Uphold * A New Job * A Matter of Hours Video Series: Springheel's Modules * Speedbuild Challenge * New Mappers Workshop * Building Traps Link to comment Share on other sites More sharing options...
someTaff Posted April 12, 2013 Report Share Posted April 12, 2013 (edited) You have to name give the texture in LW the same name as the material shader, which is essentially text that points the engine to the correct textures. http://wiki.thedarkm...c_Material_Filemind-boggling pipeline will try reverse existing trees mtr's Edited April 12, 2013 by someTaff Quote What excuse do we have not to sculpt, and sculpt, and sculpt, until the job is done? Link to comment Share on other sites More sharing options...
Sotha Posted April 13, 2013 Report Share Posted April 13, 2013 How would one, via scripting, create a forcefield effect. Essentially I want to place an impulse or pushing effect, an explosion of sorts, into a single spot. It tried teleporting a func_forcefield, but that did not work. Doom 3 had grenade explosions that threw stuff around. Ditto for explosive mines and fire arrows. How can I manifest this push-effect into a location via scripting? Quote Clipper-The mapper's best friend. Link to comment Share on other sites More sharing options...
Fidcal Posted April 13, 2013 Report Share Posted April 13, 2013 Maybe teleporting leaves the effect where it was first spawned. Forcefields can be toggled on and off rather than teleported so see if that does what you want. You could have 3 or 4 together at different angles depending what effect you need. Maybe even bound to a mover, say 4 angled forcefields of different forces spinning around a rotator. Quote Link to comment Share on other sites More sharing options...
Obsttorte Posted April 13, 2013 Report Share Posted April 13, 2013 You could add the forcefield turned off and than turn it one using the Toggle() method on your forcefield. ninja'd Quote 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 Link to comment Share on other sites More sharing options...
Sotha Posted April 13, 2013 Report Share Posted April 13, 2013 Func_forcefield off.Teleport it to site.Trigger func_forcefield. Nothing happens. Quote Clipper-The mapper's best friend. Link to comment Share on other sites More sharing options...
Obsttorte Posted April 13, 2013 Report Share Posted April 13, 2013 Do not teleport it. Place it where the effect should happen. Quote 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 Link to comment Share on other sites More sharing options...
Sotha Posted April 14, 2013 Report Share Posted April 14, 2013 It is problematic if the effect location can vary arbitrarily. I found a solution though. Have a func_forcefield in your blueroom. Keep the forcefield off.When you want to throw items, teleport the item into the blueroom inside the forcefield. Turn the forcefield ON. Wait a frame, so the moveable gets a 'kick' from the forcefield. Teleport the item back to where it was. Switch forcefield off. The item's flying vector is retained through the teleportation. It appears that the item stands still and suddenly is kicked into the air! Hacky, but works. Quite amusing... Quote Clipper-The mapper's best friend. Link to comment Share on other sites More sharing options...
Fidcal Posted April 14, 2013 Report Share Posted April 14, 2013 Sounds over-complicated compared to just having the forcefield in the game itself and turning it on and off. But one advantage of your method I can see is that the object(s) can be anywhere, ie, not within a certain limited volume, and still get a kick so it sounds a useful technique. Another advantage is that other objects including AI or the player won't be thrown up (assuming that makes sense in the situation.) So, it all depends on the actual game situation which to use I guess. Quote Link to comment Share on other sites More sharing options...
Sotha Posted April 14, 2013 Report Share Posted April 14, 2013 Is there a simple and easy spawnarg way to make an AI completely and utterly non-KO-able? Also gas arrow resistant.There are a kazillion of ko_* spawnargs on AIs... Which one is the correct one? Quote Clipper-The mapper's best friend. Link to comment Share on other sites More sharing options...
Melan Posted April 14, 2013 Report Share Posted April 14, 2013 Where are the unlit candles located in TDM 1.08? They used to be among the others, but I can no longer find them. (Alternatively, how can I make a candle start the mission unlit?) Quote Come the time of peril, did the ground gape, and did the dead rest unquiet 'gainst us. Our bands of iron and hammers of stone prevailed not, and some did doubt the Builder's plan. But the seals held strong, and the few did triumph, and the doubters were lain into the foundations of the new sanctum. -- Collected letters of the Smith-in-Exile, Civitas Approved Link to comment Share on other sites More sharing options...
Sotha Posted April 14, 2013 Report Share Posted April 14, 2013 Where are the unlit candles located in TDM 1.08? They used to be among the others, but I can no longer find them. (Alternatively, how can I make a candle start the mission unlit?) "Extinguished 1"? 1 Quote Clipper-The mapper's best friend. Link to comment Share on other sites More sharing options...
grayman Posted April 14, 2013 Report Share Posted April 14, 2013 Is there a simple and easy spawnarg way to make an AI completely and utterly non-KO-able? Also gas arrow resistant.There are a kazillion of ko_* spawnargs on AIs... Which one is the correct one? ko_immune = 1 -> can't be KO'ed by the blackjackgas_immune = 1 -> can't be KO'ed by gas 1 Quote Link to comment Share on other sites More sharing options...
Melan Posted April 14, 2013 Report Share Posted April 14, 2013 Sotha: Thanks! Quote Come the time of peril, did the ground gape, and did the dead rest unquiet 'gainst us. Our bands of iron and hammers of stone prevailed not, and some did doubt the Builder's plan. But the seals held strong, and the few did triumph, and the doubters were lain into the foundations of the new sanctum. -- Collected letters of the Smith-in-Exile, Civitas Approved Link to comment Share on other sites More sharing options...
Arcady Posted April 14, 2013 Report Share Posted April 14, 2013 (edited) I seem to be having problems with artifacts in my curved patches. DMAP gives errors about incorrect backwards triangles, but I'm not sure what I've done to create the problem or can do to fix the problem. Does anyone know what might be causing this? Edited April 14, 2013 by Arcady Quote Link to comment Share on other sites More sharing options...
nbohr1more Posted April 14, 2013 Report Share Posted April 14, 2013 Backward triangle warnings are mostly logspam from dmap though certain architecture can cause them more than others. The thing to keep in mind with curved surfaces is that dmap will have trouble deciding how to split surrounding geometry.In most cases, you would select verts that make up the detail portion of your geometry (or the whole object) and set itto func_static to reduce or eliminate this behavior. If you really need to have some detail area be able to work as world_spawn you can use the "Discrete" material keyword in a custom shader to tellDoom 3 where to split then set other parts of the geometry to "noFragment" which will have about the same effect as setting it to "func_static" but itwill preserve it's world_spawn property of sealing. Or you could just export out your detail geometry as ASE models with the script in DR. Quote 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...) Link to comment Share on other sites More sharing options...
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