Jump to content
The Dark Mod Forums

Newbie DarkRadiant Questions


demagogue

Recommended Posts

The door is blocked by two movable that aren't boards. The window is boarded, but has nothing to block. Placed moveable boards will remain in the air, but the door immediately knocks them down.

This can be pretty easily handled with scripting, but I wanted to make sure I wasn't missing something, like an existing removable boarded door mapping standard.

Link to comment
Share on other sites

The door is blocked by two movable that aren't boards.

 

 

The door is blocked by a movable board that is held in place by two hooks.

Link to comment
Share on other sites

For some reason it inherits "hide" "1"; change that to "0" and the model should spawn. Though my best guess about the delay is that your area/density is sufficient to give your hardware trouble. (I ended up switching from SEED combining to inlining in one case for that reason: I decided a bloated .proc file would be preferable to long loading times.)

Some things I'm repeatedly thinking about...

 

- louder scream when you're dying

Link to comment
Share on other sites

Are you using a script or an atdm:gui_message entity?

 

I'm just looking at the script listing for createOverlay(): it's under the idEntity spawnclass but there's a note that says 'must be used on the player'. So I'm wondering whether the GUI is being created for the player entity and the view from the camera entity doesn't receive it.

Some things I'm repeatedly thinking about...

 

- louder scream when you're dying

Link to comment
Share on other sites

$nameofgui.activate($player1);

 

player1 = you the player, gets paused during a cutscene or cinematic. so above command wont work. well it will work after the cinematic has ended, so you would have to use some other way to make a popup during a cinematic.

Edited by stumpy
Link to comment
Share on other sites

  • 2 weeks later...

So guys, envshot doesn't wanna capture a correct cubemap for me. Is the wiki info outdated or should I know something it doesn't?

 

I end up getting a zoomed in (out of focus) capture for each of the six images. Obviously it's not seamless when doing that so is there a special trick to getting it to work? I hadn't seen any difference when manually inputting different FOV either.

Modeler galore & co-authors literally everything

 

 

Link to comment
Share on other sites

Do you have your FOV set to 90?

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

Huh, I actually found the solution, although you're not going to like it. Change the game resolution to 640 x 480 and then try to capture the cubemap. I prefer to have my TDM game in windowed mode, but 640 x 480 is tiny as hell on a 1440p desktop, so I'd switch to a fullscreen mode to do that.

 

This article from ModWiki seems to confirm the issue:

https://modwiki.xnet.fi/Envshot_(console_command)

Link to comment
Share on other sites

I just noticed there's some weird artifacting in there, so image corruption. I was Alt tabbing and doing other things. Worth checking though guys, see if you get the results you want at a different res than 640x480 just make sure to keep it 4:3 ratio and you might need to run windowed..

I always assumed I'd taste like boot leather.

 

Link to comment
Share on other sites

The wiki article dealing with this matter actually mentions this, too. http://wiki.thedarkmod.com/index.php?title=Cube_maps

  • Like 2

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

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.


  • Recent Status Updates

    • nbohr1more

      Was checking out old translation packs and decided to fire up TDM 1.07. Rightful Property with sub-20 FPS areas yay! ( same areas run at 180FPS with cranked eye candy on 2.12 )
      · 1 reply
    • taffernicus

      i am so euphoric to see new FMs keep coming out and I am keen to try it out in my leisure time, then suddenly my PC is spouting a couple of S.M.A.R.T errors...
      tbf i cannot afford myself to miss my network emulator image file&progress, important ebooks, hyper-v checkpoint & hyper-v export and the precious thief & TDM gamesaves. Don't fall yourself into & lay your hands on crappy SSD
       
      · 3 replies
    • OrbWeaver

      Does anyone actually use the Normalise button in the Surface inspector? Even after looking at the code I'm not quite sure what it's for.
      · 7 replies
    • Ansome

      Turns out my 15th anniversary mission idea has already been done once or twice before! I've been beaten to the punch once again, but I suppose that's to be expected when there's over 170 FMs out there, eh? I'm not complaining though, I love learning new tricks and taking inspiration from past FMs. Best of luck on your own fan missions!
      · 4 replies
    • The Black Arrow

      I wanna play Doom 3, but fhDoom has much better features than dhewm3, yet fhDoom is old, outdated and probably not supported. Damn!
      Makes me think that TDM engine for Doom 3 itself would actually be perfect.
      · 6 replies
×
×
  • Create New...