Jump to content
The Dark Mod Forums

Newbie DarkRadiant Questions


demagogue

Recommended Posts

eep yeah, I was off by 1 :)

 

But I still think that using _color is far easier(blend types make it a bit tricky), I've also never got shaderParm3 to work correctly for fading in/out on most fogs, while at least the _color method applies to all of the working samples I found. As soon as shaderParm3 is used, the fog is then rendered with full opacity, which is extremely annoying :/

 

Oh, shaderParm3 use also results in water etc rendering after it, which isn't ideal for lots of scenes.

Link to comment
Share on other sites

I suspect shaderParm3 has a minimum distance around 200 so maybe that is the problem? It certainly works to control opacity distance. _color only affects the color. But since the whole effect is simply to 'paint surfaces' then I guess a darker color will give the effect of less transparency. But a shaderParm3 of say 1200 will still mean total opacity at distance 1200 (and degrees in between) no matter what the color.

Link to comment
Share on other sites

Sound shaders are plain text files. They must be suffixed .snd and put in sound folder.

 

Basic info here: http://www.iddevnet.com/doom3/sounds.php

 

Darkmod sounds are in zip files named tdm_sound_xxx.pk4 and can be extracted with a zip program so you can examine existing ones.

 

AI door management is here... http://wiki.thedarkmod.com/index.php?title=Doors#AI_Door_management

Link to comment
Share on other sites

maxDistance 1

 

If you do that the sound won't be heard more than 1 unit away.

 

For reference, AI footsteps go 30 units.

 

Also, don't use positive volume values. That just makes the sound omnidirectional.

Link to comment
Share on other sites

i cant make a text briefing :(

i created briefing.xd in xdata folder and set it up that way :

maps/winterharvest/mission_briefing

{

"num_pages": "1"

 

"page1_body" :

{

"bla bla"

""

"bla bla"

}

 

but parchment still empty :(

 

 

nevermind,fixed

Edited by Shadowhide

Proceed with caution!

Link to comment
Share on other sites

carpets is patches with carpet texture lying on stone floor and converted to func_static,but they do stone floor sounds instead of carpet

 

how to fix it ?

 

That's weird, that should work. Is the func_static set to non solid? Check the properties in DarkRadiant.

I always assumed I'd taste like boot leather.

 

Link to comment
Share on other sites

Is the carpet patch lying perfectly flush on the floor or is it hovering slightly above?

 

If the carpet patch is flush with the floor, then the code's surface detection trace gets confused (and will prefer the worldspawn brush).

yay seuss crease touss dome in ouss nose tair

Link to comment
Share on other sites

Is the carpet patch lying perfectly flush on the floor or is it hovering slightly above?

 

If the carpet patch is flush with the floor, then the code's surface detection trace gets confused (and will prefer the worldspawn brush).

 

Oh yeah I forgot about that.

@ SH some authors have created carpets that aren't just flat planes but instead are above the ground by less than 1 unit and the carpet has sides.

carpetw.png

I always assumed I'd taste like boot leather.

 

Link to comment
Share on other sites

Is it possible to have negative light? I would like an area of the map to be darker than the rest, and if it could be done with a simple technique...

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

The Dynamic Ambient light can be set via the Location Settings to have a lower value.... So yes. You would need to set all the RGB values very low...

 

Actually it is possible to use a BlendLight to make a negative light as well but it can't be seen in the editor. (Lots of trial and error...)

 

 

http://www.doom3worl...pic.php?t=12256

Edited by nbohr1more

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

Go to DR, and create a light using the texture lights/shadows/shadow_circle01. They're "blend blend" lights I made for simulated soft shadows.

 

Edit: Now that I think about it, You're probably better off using no (or very low value) ambient_world. And then hand-place ambient lights with the lights/ambientlight2 texture.

 

Edit2: Dang. Don't eliminate the ambient_world. I forgot about the different ambient rendering that was put in TDM, for better performance on 486 machines.

yay seuss crease touss dome in ouss nose tair

Link to comment
Share on other sites

Thank you. I will have to try that tomorrow.

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

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

    • 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
       
      · 2 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
    • Petike the Taffer

      Maybe a bit of advice ? In the FM series I'm preparing, the two main characters have the given names Toby and Agnes (it's the protagonist and deuteragonist, respectively), I've been toying with the idea of giving them family names as well, since many of the FM series have named protagonists who have surnames. Toby's from a family who were usually farriers, though he eventually wound up working as a cobbler (this serves as a daylight "front" for his night time thieving). Would it make sense if the man's popularly accepted family name was Farrier ? It's an existing, though less common English surname, and it directly refers to the profession practiced by his relatives. Your suggestions ?
      · 9 replies
×
×
  • Create New...