Please ask your basic (newbie) questions in here. - by scumble
Beleg Cúthalion on 2/8/2007 at 07:06
I'll give you the months for all that is ca(pa)bal, no doubt. ;) I'll have a look at the tutorial now. Maybe I'm getting proselytised.
PS: I have a vine cellar now. Plus a little crypt. Let's see...
Tazonne on 2/8/2007 at 19:35
The scripting worked perfect, but a weird thing is happening. When I enter the volume in my mission, the game freezes for a sec, then the ai appears and after another period of freeze, the object. When I look at the fps it jumps like crazy from a steady of 15 to 0.6 :wot:(after all of the processes end, the fps comes back to normal). What is this caused by ?
ps. the changing of the screen colours did look a bit lame, so I decided to spawn an emitter, say a flashlight, instead. Still, the original problem persists.
GlasWolf on 2/8/2007 at 23:57
No idea, I'm afraid. I'd try taking all the lighting stuff out of the script and just have the AI appear to find out if that is what's causing the slowdown. The other option is to spawn the AI instead of just making it visible, but I'm not sure exactly what actions you require to do that.
If I remember correctly, you can spawn things either directly from the gamesys or something that you've linked to (which could be located in nothing space). I've never tried spawning AI though, only inanimate objects. It maybe worth checking the Cradle to see how it was done there.
Tazonne on 3/8/2007 at 21:40
The slowdown is caused by the apparition of the ai. I have tried to teleport him instead but it still doesn't work. Is there another way to introduce an ai to a level, because I can't understand directly from they've done in the Cradle.
And another thing: is it possible to trigger the camera to move to certain points? And if so, how will it react? I mean, if the camera, say passes through a volume which has upon it a trigger script that will do something when G enters it, will it still trigger it?
imperialreign on 14/8/2007 at 02:11
Quote:
Especially those that are complicated, badly aligned, intersected with other brushes.
I've already attested to that . . . you can get some
really strange looking anomalies . . . I've had holes in ceilings, morphed walls, paper-like surfaces, holes into infinite space . . . and that can all be a buggar to fix. Too much complicated geometry and it starts to go awry . . .
But - maybe it's just me, but I think a lot also has to do with the capabilities of the video card one is running. Since upgrading from an ATi X700 PRO to an ATi X1950 PRO, it seems like I'm running into fewer geometry anomalies, and even fewer T3Ed driver-related crashes.
Tazonne on 14/8/2007 at 14:14
Is it possible to add fog or rain to a level?
Ziemanskye on 14/8/2007 at 17:38
Fog, as a screen-tint, is quite easy, and there may already be a few scripts that do in the normal game.
Rain, well, you can have occasional particles falling to give the impressiong of light rain, but heavy rain is a bad idea (done as particles anyway): it'll cripple the performance. You may be able to fake it in other ways, but in general it seems not worth the hassle.
codec on 19/8/2007 at 15:05
hello
i have some questions to ask about thief 3 editor.
before to starting i have to say i am french (sorry for my expression i will try to be clear).
so i have created a new mission.
the futur objectves will be escapes from a jail.
the player is in a jail and have to steal a key on a guard to open the door of his jail.
so i have locken the door bslocken = 1, create a guard who walk behind the jails with a key but i don't know how to make the key stolen by the player will open the door. i see they are some lock attachement in the link creator i have tried to make some lock attachement link between the key and the door but it didn't work.
so how create lock attachement between a key and a door?
second thing i did a tutorial but i don't understand how to create some objectives. Can you help me please ?
Thanks
codec on 19/8/2007 at 16:45
thanks for the doors it works great.I don't try for the objectives i will try later.
But i have an other problem.
it's about the comportement of the guard.
i want he is neutral when the player is in his jail. but when the player leave his jail the guard have to become hostile. The problem it is the guard is always hostile.
He try to kill the player if he see him same if the player is in his jail.
how can i correct this problem ?