Daraan on 27/3/2013 at 14:27
In 1.21 there is still a visual/rendering bug if you use Renderer: Render -> Order. This bug is very crucial for me since I based a few objects and effects on this.
Strangely in the editor game mode it's displayed how i want it but when I test it with thief.exe it's totally wrong :mad:
How it looks in editor:
(
http://imageshack.us/a/img547/4366/dump000.jpg)
Inline Image:
http://imageshack.us/a/img547/4366/dump000.th.jpgHow it looks ingame:
(
http://imageshack.us/a/img194/3331/dump001.jpg)
Inline Image:
http://imageshack.us/a/img194/3331/dump001.th.jpgHonestly both screenshots were taken ingame and this is what makes the whole thing much more confusing.
If I look to the left all windows are solid and if I sway to the right ~in the middle all windows are suddenly displayed properly.
(Short explanation about the setup: the house and the windows are separate objects. The windows are placed a bit inside of the wall so normaly you can't see the glass. But here comes NewDark with the Render Order trick. With the usage of a transparent texture you (I) can create the effect you see in the second screenshot. But sadly :erg: if I play my mission with thief.exe it's messed up :(
I write this here again in the hope that there will be a fix in version 1.22
Nameless Voice on 27/3/2013 at 15:14
Why are the windows separate objects anyway? Why not just make them a part of the main object?
voodoo47 on 27/3/2013 at 15:35
not sure whether render order is supposed to be used in that way. I have been using it in situations when one needs to specify what needs to be ordered first/second/last, like multiple overlapping wall decals behind a window. it has worked great so far.
any chance you could perhaps post that mission (or a part of it) for testing purposes?
Daraan on 27/3/2013 at 21:22
Quote Posted by Nameless Voice
Why are the windows separate objects anyway? Why not just make them a part of the main object?
Well there are 2 answers
1) I don't want to: I like variation so I would like to have similar base-houses but they should slightly variate also I want to use the same method on other house objects.
My base objects has >30 VHots and so it's really easy for me to place my parts at fitting places.
2) I can't do it: The base house has already ~900 polys. You can see it in the first picture, but note it's really just the base the side 'extension' are extra objects as well. At the beginning everything was just one object with 12k polys.:cheeky:
Quote Posted by voodoo47
not sure whether render order is supposed to be used in that way. I have been using it in situations when one needs to specify what needs to be ordered first/second/last, like multiple overlapping wall decals behind a window. it has worked great so far.
any chance you could perhaps post that mission (or a part of it) for testing purposes?
well render order was obviously not design for that purpose but. But if you allow me to quote it is to decide "which objects are rendered before or after others". And this is basically the methode I use. My windows have an extra layer of an transparent texture at the opening (else this trick wouldn't work). Now I tell via render order that the transparent texture of the window should be rendered first and the house later. It's more complex as with decals but in theory it's similar.
I uploaded the necessary parts of my missions here: (
http://www.mediafire.com/download.php?wcmd1t9mk9ycy1k) Download
Nameless Voice on 27/3/2013 at 21:37
You could just use the texture replacement properties (txt repl r#) to swap out the window textures.
If the windows are extra parts that slot onto the model, you should design them to be separate parts, not oddly overlapping inside the original model.
I'd say redesign the thing to be more logically modular instead of trying to abuse the renderer to do something it wasn't designed for.
Daraan on 27/3/2013 at 22:43
Quote Posted by Nameless Voice
You could just use the texture replacement properties (txt repl r#) to swap out the window textures.
If the windows are extra parts that slot onto the model, you should design them to be separate parts, not oddly overlapping inside the original model.
I'd say redesign the thing to be more logically modular instead of trying to abuse the renderer to do something it wasn't designed for.
Nah they don't slot there are just some placed where they fit very good thats why I put vhots up there. The models can be used on their own as well.
Maybe take a look at the objects first to see how they work and how they are actually build that would be much easier instead of explaining it here.
I would like to leave the discussion aside how to design that model. I put some thoughts into it and I don't see another good way how to split such a big model. Well I could cut it horizontally but then the objects on their own would be pretty useless.
The question/bug I want to point out is that dromed.exe and thief.exe behave differently. While in dromed.exe everything is displayed correctly in thief.exe it swaps between correct and wrong at certain positions and angles. For me it looks like that there is a miscalculation somewhere which only appears in thief.exe so maybe this problem lies deeper and also causes other minor errors.
Frikkinjerk on 5/4/2013 at 06:53
Okay, to be honest, I'm not positive this is a New Dark bug, so my apologies if it isn't. Anyway, I've played through Thief Gold with New Dark with no problem, and now I'm playing through Thief 2. I had no problems until I got to "Life of the Party". In the trader's bank the vault door in the supervisor's office opens but is obscured by blackness and I can't frob the lever in it to open the small metal door across the hall. Also, the building with the thieve's has a doorway which is also obscured by blackness. I don't recall encountering this problem before New Dark, but it's also been a few years since I played through both games.
zappenduster on 5/4/2013 at 19:41
Just as a NewDark test I played my own missions. Especially in "Reunion with Basso" I had many self-made objekt textures (for posters, lamps etc.) which I put in the path \obj\txt[16].
I was a little bit disappointed that these texture creations are not visible anymore under NewDark conventions. With 1.18 they always had priority over the standard textures in the RES path. :(
Any suggestions or solutions? :confused:
Another problem is p.e. the zombies who rise again after being hit with the sword. I'm afraid that in some FMs the gameplay might be different or more difficult than under 1.18 conventions. Is this intentional?
bassoferrol on 5/4/2013 at 21:26
I don't know how your installation is made up, but in my case new objects go in patchedres---obj---txt16
Notesthes on 25/4/2013 at 08:20
I do not know, if this is a bug or not... it is hard to explain. I try:
In 1.18 you can create a fire with a radius of damage of x, within this fire hurts. When you use NewDark to play this mission then, something strange seems to happen: The radius of damage seems increased.
This happend when I played a FM. There was a basement with a melter or something like this. Suddenly some AIs run upstairs, screaming that they were attacked.
Indeed with 1.18 they don't, because they aren't get hurt down there. But in NewDark they get hurt at the same place.
---------------------
And another thing that might be connected: The radius.
Well, I have not worked with DromEd 1.18 this much, so I have no comparison option. But I wonder how this radius-thing worked. When I use (e.g.) an AmbientHacked I can use a radius. But how is this measured? I thought it is in units (the same units like the size of brushes), but that is not true. If I use y for radius, it is always bigger than y units.
But like I said, I do not know if this was with 1.18 the same.
By the way, what kind of radius is a radius in DromEd? Is it a sphere? Or a cube? Or something between?