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So I have this gigantic scorpion, it is made out of pendulums bound together. I had an idea about dragging whole thing through a piled up crates (pretending to be stone blocks in a wall), but it looks

I'm just going to make the lute player an undead immortal skeleton called Ralph who is eternally bound to play his lute in the tavern, the residents are used to him now so they just happily co-exist a

So I just did a little test because I was curious to know this as well.   So far i've figured out that the mesh we see in the mirror is located as "models\md5\chars\thief\tdm_ai_thief.md5mesh" and if

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Okay, it is the next day and I am less tired - I found a missing quotation mark. Lesson: if two sequential readables aren't working, the problem is likely to be in the first.

 

This is seriously annoying, though. I am not a programmer, I don't have an eye for that sort of thing. :(

 

Using an editor which can color-code the text helps spotting missing question marks:

 

"blah" "foo"
"bar "baz"

 

I am sure UltraEdit for Windows can do this sort of thing.

"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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Sounds like it might be useful even if only used for this. If that's a freebie I might try it. (where's a scrooge smilie when you want one?)

 

This double objectives has me beat for the moment. I'll try later and delete stuff bit by bit until it works. Unless someone can come up with the answer before I hope you will be a hero.

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This double objectives has me beat for the moment. I'll try later and delete stuff bit by bit until it works. Unless someone can come up with the answer before I hope you will be a hero.

 

did you guys use shop_skip - 1 on the world? because i have deleted it and it works again, it seems that is not finished in the code yet!

 

edit: so it seems we have to live with an empty store

Edited by Sonosuke

Ich konnte mich nicht erinnern Teleportation gezaubert zu haben und doch stand ich da... alleine und nackt.

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I don't know if it makes any difference, but as far as I know this is the first time I loaded a mission without a shop. Could it be that because you skip the shop sequence it causes an error? I don't know a lot about this stuff, but just trying think what is different in my map compared to the others I played.

 

Edit: Hahaha two souls, one thought laugh.gif

Edited by Carnage
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:laugh:

 

 

So if it works for Fidcal too the mission copleted?

Edited by Sonosuke

Ich konnte mich nicht erinnern Teleportation gezaubert zu haben und doch stand ich da... alleine und nackt.

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Hi, I want to ask if its possible to make some pretty caves in DR. Strictly speaking, i want to do a cliff with the cave and there will be some water too, but thats not problem. The problem is how to do unsymmetric and rugged cave. I've tried to do that, but I wasn't able to connect individual parts together. I haven't found any tutorial, but maybe I'm just blind. It would be quiet simple to do the square caves connected by the square tunnels :D but thats not what i want. So I would be very grateful if some taffer help me  :). (and sorry for my english  :blush:

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Rek: Build the main walls (that will keep out the void) and rough details from solid brushes; they can be rectangular or close to it. Then, create the final, uneven walls from patch meshes:

1) create a patch mesh along your selected surface, stretch it to cover the desired area;

2) apply your favourite texture;

3) hit 'V' for vertices, select and drag individual verts to create the cave;

4) add mushrooms, vines and what have you;

5) since AI can't pathfind well over patches, you may have to add a few monsterclip brushes to help them.

 

That's all!

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

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I thought we'd used shop_skip in some FMs? Anyway, thanks - I'll check it out later and see if I can find another workaround. Meanwhile, an empty shop is better. Good find. I did look at that a couple of times (honest ;)) but I was really looking for a mis-spelling like skip_shop or something.

 

@Rek: Others might give a fuller answer but basically you need to use patches. Make them say 5 x 5 or 7 x 7 and press V for vertex mode then you can drag the vertices around. But not easy. Need to take care to line up edges. Remember in the patches menu there is matrix > invert which puts the texture on the other side so you can use that for concave or convex patches.

 

Patches do not seal against the void so you need to build a caulk brush box(es) around the lot. You might want to start with a giant caulk box and build the patch cave system inside - or a series of boxes if it is a long tunnel cave system. But that is temporary. Remember, if this is extensive you still need visportals but visportals don't work on patches only on worldspawn brushes so your caulk boxes should be snug and approximate the patches within. Then you block the twists and turns of the caulk with visportals. Remember, you can filter out patches to view what it looks like. You can also make the patches into func_static (but NOT one giant func_static else it will render throughout the visportals.

 

If using convex like embedded boulders you might need to add some player clip later if the player gets stuck in the angles.

 

If AI are to move through these caves then you will need monster clip brushes overlaying and surrounding the patch surfaces. The monsterclip do not need to be flat panels laid over the patches but full brushes whose top surfaces are above the patch surfaces but the bottom can go deep.

 

Maybe try a small section and test before proceeding too far.

 

Oh yeah - I've never done one so don't take any notice of me. ;)

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edit: too late :)

Hi, I want to ask if its possible to make some pretty caves in DR. Strictly speaking, i want to do a cliff with the cave and there will be some water too, but thats not problem. The problem is how to do unsymmetric and rugged cave. I've tried to do that, but I wasn't able to connect individual parts together. I haven't found any tutorial, but maybe I'm just blind. It would be quiet simple to do the square caves connected by the square tunnels :D but thats not what i want. So I would be very grateful if some taffer help me :). (and sorry for my english :blush:

 

I think you will need patches to do that in DR. Start by roughly carving out the cave with simple brushwork and then use patches to add some detail to the walls, ceiling and floor. Apropos floor: AI can walk on patches, but afaik pathfinding will ignore them, so if you want to put AI down there, I think you'll have to use brushes or monster_clip underneath the patches.

Edited by lostbuthappy
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It's not really a demanding issue, but I have a weird problem with player clips attached to secrets. I have an entity attached to a player clip to ensure that the player can't frob through it. When I open it once with a secret lever/switch the goodies inside are frobable, but when I close and open it again they aren't. Just like the player clip doesn't moves anymore. Can this be fixed or should I just remove the player clips?

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its easyer to make a atdm:target_set_frobable

make a brush fitting where you want it

texture it with Clip texture, then rightklick, create entity, and choose:

"targets/atdm:target_set_frobable".

Any object (inside of the brush) is not frobable anymore, now the last thing to do is target it from a lever or button or something, you could target a door and the frobbrush at the same time.

 

btw, objects near a "atdm:target_set_frobable" could become unfrobable too, if that happens just add as property to the obj:

"immune_to_target_setfrobable"

so it wont change its status

 

http://wiki.thedarkmod.com/index.php?title=Containers%2C_Chests%2C_etc.

Edited by Sonosuke

Ich konnte mich nicht erinnern Teleportation gezaubert zu haben und doch stand ich da... alleine und nackt.

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Don't use playerclip. Player clip of itself will not block a frob. It only prevents the player moving forward perhaps to get in range to frob something.

 

It is possible to block a frob with a frobable door in front but it is not reliable. I recently frobbed several items out of a secret hiding place in a recent FM!

 

You need to use an ordinary clip brush and make it a atdm:target_set_frobable then target it from the door. The door must have trigger_on_close set to 1. The door should also be have immune_to_target_setfrobable set to 1 or it will become unfrobable too.

 

Study the wall safe in the trainer.

 

Chest container prefabs are more complex and pass control to the chest body which is a froblock entity.

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UltraEdit = $50. I don't think so. :rolleyes: Must be a freebie that can highlight missing pairs. That's all it wants - to let the user input their required characters: curly braces, quote marks, whatever - then highlight whatever is between the pairs.

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UltraEdit = $50. I don't think so. :rolleyes: Must be a freebie that can highlight missing pairs. That's all it wants - to let the user input their required characters: curly braces, quote marks, whatever - then highlight whatever is between the pairs.

 

Hm, yeah, I always forget that software for Windows costs money :)

 

Try Notepad++

 

http://notepad-plus.sourceforge.net/uk/site.htm

 

As for Crimson editor, try to enable "syntax highlighting" (i think you can ignore the "match pairs" or whatever).

"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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OK, got Notepad++. The help is not fully indexed but I found syntax highlighting, created a new language xdata and set delimiters { } and " but it doesn't tell you how to use them. I assigned a colour but it is not clear what that will work on. I see only black and white in the text. I've ran out of time. If anyone else has or gets this and figures out how it can highlight the text between quotes and everything between curly braces and indeed ring a bell and sound a gong and flash a light if it finds one of a pair missing then let us know.

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A quick objective-related question: how does the "Get or steal a special object" (imported from the startpack) work with an object that can be picked up, but does not enter the player's inventory? Does it get completed? If the object is dropped and picked up again, does it pose a problem?

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

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