Spooks Posted January 27, 2016 Report Share Posted January 27, 2016 Does anyone have any ideas how I can make an AI stand next to a lever when operating it? The lever's below a flight of stairs and every time the AI on the second floor is supposed to flip it, he just goes above the lever and frobs it straight through the stairwell! Path_corner/interacts don't work for my purposes (it's a lightswitch that shouldBeOn) and I've tried door_handling_position to no avail. Quote My FMs: The King of Diamonds (2016) | Visit my Mapbook thread sometimes! | Read my tutorial on Image-Based Lighting Workflows for TDM! Link to comment Share on other sites More sharing options...
grayman Posted January 27, 2016 Report Share Posted January 27, 2016 PM me the map or map section so I can see what's happening. Quote Link to comment Share on other sites More sharing options...
Gantolandon Posted January 28, 2016 Report Share Posted January 28, 2016 I can't figure out how to set all three coordinates of a point while using the Clipper Tool. I can set two of them just fine - set the appropriate view and click on the figure. But the third one is invisible. When changing the view and dragging the point around the brush, the currently invisible coordinate is always set to some random value, making the point appear far away from the brush. Is this a bug, or am I doing something wrong? Quote Link to comment Share on other sites More sharing options...
Springheel Posted January 28, 2016 Report Share Posted January 28, 2016 I've never used more than two. What would the third one do? 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...
VanishedOne Posted January 28, 2016 Report Share Posted January 28, 2016 (edited) It would let you clip on a plane not parallel to one of the axes, e.g. to slice one corner off a cube. A little experimentation suggests that moving points in one axis may cause them to become collinear with the map origin in another, which I imagine is a bug. Edited January 28, 2016 by VanishedOne Quote Some things I'm repeatedly thinking about... - louder scream when you're dying Link to comment Share on other sites More sharing options...
Popular Post Aosys Posted January 31, 2016 Popular Post Report Share Posted January 31, 2016 Thanks for the advice about the tent, guys. Finally got around to (mostly) fixing it; shadows were indeed the problem. 7 Quote Link to comment Share on other sites More sharing options...
demagogue Posted January 31, 2016 Author Report Share Posted January 31, 2016 Pretty cool looking. I had a similar vision for an FM once, but you've brought it to life, at least this one corner of it. Quote What do you see when you turn out the light? I can't tell you but I know that it's mine. Link to comment Share on other sites More sharing options...
Aosys Posted January 31, 2016 Report Share Posted January 31, 2016 Pretty cool looking. I had a similar vision for an FM once, but you've brought it to life, at least this one corner of it. Thanks! This is more of an experiment to see what an Egyptian-style FM might look like (given current assets/tools), rather than a concrete WIP, so no guarantees this actually sees the light of day. But, if you're interested, I'm completely open to help/suggestions. The sand certainly needs work, for one thing... And, while it's not the most spectacular asset in the world, if anyone wants the tent, I could maybe turn it into a prefab? Quote Link to comment Share on other sites More sharing options...
Spooks Posted February 4, 2016 Report Share Posted February 4, 2016 Hey, I remember this was answered before in here but I can't seem to find it. I'm having trouble making a readable scroll display text without being able to be frobbed (like a sign). I tried frobable 0 but that just makes the text disappear. I tried some weird stuff like changing the font to the _world variation and changing the class to just readable_base, but no dice. Quote My FMs: The King of Diamonds (2016) | Visit my Mapbook thread sometimes! | Read my tutorial on Image-Based Lighting Workflows for TDM! Link to comment Share on other sites More sharing options...
VanishedOne Posted February 4, 2016 Report Share Posted February 4, 2016 The signs are used like this: http://forums.thedarkmod.com/topic/9082-newbie-darkradiant-questions/?p=379350 So maybe you could make a scroll variant of the GUIs in /guis/readables/sign_text_decals/ (Maybe the trouble with "frobable" "0" should be considered a bug?) Quote Some things I'm repeatedly thinking about... - louder scream when you're dying Link to comment Share on other sites More sharing options...
Netos Posted February 4, 2016 Report Share Posted February 4, 2016 Hello!, I have a question regarding visportals:I have set up a visportal near a door. Whenever I look at the door, even if the door is closed, it is always marked by the Green line (open visportal).What is the reason for it? (I might post a screenshot soon) Quote Link to comment Share on other sites More sharing options...
Goldwell Posted February 4, 2016 Report Share Posted February 4, 2016 (edited) Hello!, I have a question regarding visportals:I have set up a visportal near a door. Whenever I look at the door, even if the door is closed, it is always marked by the Green line (open visportal).What is the reason for it? (I might post a screenshot soon)That means the area isn't sealed correctly usually or the transparent spawnarg could be applied to a door that needs to be seen past. Is it just a regular door that you have? Have you verified that the rooms connecting it are sealed correctly? If you can't get it working PM me a copy of your map and I'll take a look at it. Edited February 4, 2016 by Goldwell Quote Shadows of Northdale Campaign ACT I: A Curious Mind | ACT II: Down The Rabbit Hole Stand Alone Missions Accountant 1: Thieves and Heirs | Accountant 2: New In town | Spring Cleaning | Lord Edgar's Bathhouse | Snowed Inn | Noble Affairs Link to comment Share on other sites More sharing options...
VanishedOne Posted February 4, 2016 Report Share Posted February 4, 2016 Also, what exactly do you mean by 'near a door'? Does the visportal touch the (closed) door? Quote Some things I'm repeatedly thinking about... - louder scream when you're dying Link to comment Share on other sites More sharing options...
Spooks Posted February 4, 2016 Report Share Posted February 4, 2016 (Maybe the trouble with "frobable" "0" should be considered a bug?) Yeah I honestly don't know, it very well might be. The small sign readable entity just straight up doesn't work with xdata, and its only difference to the other readable entities is that it has frobable 0 by default. I have set up a visportal near a door. Yes, as the above post says the visportal texture needs to intersect the door entity for it to work. Quote My FMs: The King of Diamonds (2016) | Visit my Mapbook thread sometimes! | Read my tutorial on Image-Based Lighting Workflows for TDM! Link to comment Share on other sites More sharing options...
Netos Posted February 4, 2016 Report Share Posted February 4, 2016 Ok, thanks to all, it was simpler than I thought, I have found the visportal didn't make contact properly with the door Quote Link to comment Share on other sites More sharing options...
Goldwell Posted February 5, 2016 Report Share Posted February 5, 2016 (edited) Glad you got it working! Edited February 5, 2016 by Goldwell Quote Shadows of Northdale Campaign ACT I: A Curious Mind | ACT II: Down The Rabbit Hole Stand Alone Missions Accountant 1: Thieves and Heirs | Accountant 2: New In town | Spring Cleaning | Lord Edgar's Bathhouse | Snowed Inn | Noble Affairs Link to comment Share on other sites More sharing options...
teh_saccade Posted February 6, 2016 Report Share Posted February 6, 2016 (edited) // Edited July 17, 2016 by teh_saccade Quote http://nolfrevival.tk/ Link to comment Share on other sites More sharing options...
teh_saccade Posted February 6, 2016 Report Share Posted February 6, 2016 (edited) // Edited July 17, 2016 by teh_saccade Quote http://nolfrevival.tk/ Link to comment Share on other sites More sharing options...
Goldwell Posted February 6, 2016 Report Share Posted February 6, 2016 I didn't even know which software to download, until just now - I will download it and if anyone would care to have a quick talk with me, i'll leave my inbox just here where the biscuits are... Thanks, Pete Hey Pete, First and foremost welcome to the forums! The usual recommendation for people starting out is this guide http://wiki.thedarkmod.com/index.php?title=A_-_Z_Beginner_Full_Guide_Start_Here! Its very thorough and helpful and explains everything you need to know to get a basic map up and running for The Dark Mod. If you get stuck or need to clarify something try searching this thread and if you find no answer then simply post your question in here. The usual recommendation for a first map is to just stick to the basics and don't aim to reinvent the genre, just go through the motions of creating, testing and releasing aap is a lot of fun In terms of the editor we use a program called Darkradiant which you can find on the main site download page. Good luck! Quote Shadows of Northdale Campaign ACT I: A Curious Mind | ACT II: Down The Rabbit Hole Stand Alone Missions Accountant 1: Thieves and Heirs | Accountant 2: New In town | Spring Cleaning | Lord Edgar's Bathhouse | Snowed Inn | Noble Affairs Link to comment Share on other sites More sharing options...
teh_saccade Posted February 7, 2016 Report Share Posted February 7, 2016 (edited) // Edited July 17, 2016 by teh_saccade Quote http://nolfrevival.tk/ Link to comment Share on other sites More sharing options...
VanishedOne Posted February 7, 2016 Report Share Posted February 7, 2016 (edited) There must be a way to compartmentalise objects or "weld" bits so there are less objects to load.There are a couple of ways to 'weld' models -- the SEED system at runtime, "inline" at map compile time - but I wouldn't bother with those yet. For general performance-related advice see http://wiki.thedarkmod.com/index.php?title=Performance:_Essential_Must-Knows and the article on visportals. Edited February 7, 2016 by VanishedOne Quote Some things I'm repeatedly thinking about... - louder scream when you're dying Link to comment Share on other sites More sharing options...
teh_saccade Posted February 7, 2016 Report Share Posted February 7, 2016 (edited) // Edited July 17, 2016 by teh_saccade Quote http://nolfrevival.tk/ Link to comment Share on other sites More sharing options...
VanishedOne Posted February 7, 2016 Report Share Posted February 7, 2016 (edited) Visportals split up the brushes of the 'world' entity. There's always exactly one 'world' in the level; visportals control which parts of it, and which other entities, get drawn at any given moment. Don't worry about the entity count per se; entities range from func_statics, which just sit there, to AI, which take up ample processor time when they think. Since all the lighting is real-time, having an object hit by many lights can be bad for performance, so combining objects may be counterproductive. Etc. Remote camera views are possible but according to http://forums.thedarkmod.com/topic/14394-apples-and-peaches-obsttortes-mapping-and-scripting-thread/?p=351343 a bank of them isn't. Making things happen depending on whether an AI is unconscious would involve scripting. Edit: actually, I was wrong about that: the Objectives system can detect knockouts and trigger targets accordingly, so the given example could be done with a hidden objective that triggers a teleporter, and a trigger Response on the teleporter that knocks out the other AI. Edited February 7, 2016 by VanishedOne Quote Some things I'm repeatedly thinking about... - louder scream when you're dying Link to comment Share on other sites More sharing options...
teh_saccade Posted February 8, 2016 Report Share Posted February 8, 2016 (edited) // Edited July 17, 2016 by teh_saccade Quote http://nolfrevival.tk/ Link to comment Share on other sites More sharing options...
VanishedOne Posted February 8, 2016 Report Share Posted February 8, 2016 A cycling view is possible. The security camera is the old Doom 3 one, which has some bugs you should be aware of: http://forums.thedarkmod.com/topic/14394-apples-and-peaches-obsttortes-mapping-and-scripting-thread/?p=352597 Quote Some things I'm repeatedly thinking about... - louder scream when you're dying Link to comment Share on other sites More sharing options...
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