Please ask your basic (newbie) questions in here. - by scumble
Caradavin on 16/10/2008 at 02:02
Quote Posted by Martin Karne
Good lord, I have upgraded to Core 2 duo, GF8600 and my maps load as blank space in the editor, the original ones are ok though, well to rebuild it all again I presume. (must be some path reference in the maps or something).
:mad: :nono: :laff: :wot:
Core 2 duo, you lucky devil. Taffer.:sly:
Caradavin on 16/10/2008 at 02:04
I had that happen to some of my mesh stairs once and the culprit was that I used a subtracting mesh brush (or whatever the black box is called) and it intersected with the stairs. Once I resized the box and fiddled with it enough, I got the x's and triangles back, for the most part. I don't know if you have the subtracting brush already or not - but that can cause it.
Beleg Cúthalion on 16/10/2008 at 08:06
According to (
http://www.ttlg.com/wiki/index.php?title=Navmesh_and_Patrol_Paths) Krypt's tutorial which proved best for me, you should leave out any navmesh-related properties on static meshes in the first place (best switch it all off in the browser). Use NavMesh subtraction volumes instead (to add or subtract, this time you need these properties). They simplify the NavMesh, give faster calculation times and make life easier in general. If you have a stair without a brush underneath (like e.g. spiral stairs), just build rough voulmes aligned to each other which wind from one level to the other. I'd make a screenshot but I'm at the wrong computer at the moment.
Judith on 16/10/2008 at 09:40
Quote Posted by Beleg Cúthalion
According to (
http://www.ttlg.com/wiki/index.php?title=Navmesh_and_Patrol_Paths) Krypt's tutorial which proved best for me, you should leave out any navmesh-related properties on static meshes in the first place (best switch it all off in the browser). Use NavMesh subtraction volumes instead (to add or subtract, this time you need these properties). They simplify the NavMesh, give faster calculation times and make life easier in general. If you have a stair without a brush underneath (like e.g. spiral stairs), just build rough voulmes aligned to each other which wind from one level to the other. I'd make a screenshot but I'm at the wrong computer at the moment.
True. It's better to subtract static meshes and other things from navmesh manually (by subtraction volumes) rather than using such option in build menu. Comes in handy when you have something like 100k smeshes in your level and you already finished reading that book ;)
Beleg Cúthalion on 16/10/2008 at 13:35
That reminds me of another newbie question: Are changes in the SMesh browser like navmesh or collision hull applied to all already placed objects or only to those placed afterwards?
Judith on 16/10/2008 at 14:16
Quote Posted by Beleg Cúthalion
That reminds me of another newbie question: Are changes in the SMesh browser like navmesh or collision hull applied to all already placed objects or only to those placed afterwards?
It should work like archetype changes, applying to all copies of a mesh in the map.
ShadowSneaker on 16/10/2008 at 16:56
Thanks. I tried the navmesh subtraction volume but couldn't get it the right shape so just used a wedge-shaped brush and some different stairs.
I've been trying to find the script to make zombies silent while lying down but cannot find it anywhere. I tried adding 'dormant' and set it to 'true' but that didn't work. Is there a script somewhere or do I have to make one?
Thanks,
SS
Judith on 16/10/2008 at 17:04
Quote Posted by ShadowSneaker
I've been trying to find the script to make zombies silent while lying down but cannot find it anywhere.
They snore? :joke: In my case they were silent but also made some tiny moves, as if breathing. I wonder how to make them completely motionless.
Tiens on 19/10/2008 at 22:19
Quote Posted by ShadowSneaker
...they make that groaning, mumbling noise. I want them silent...
Create a new NPC in Zombie's group in Actor Browser with no voice at all. Then make a script that starts when the silent zombie sees the player and adds to this zombie a property with zombie's voice. I don't remember this property's name, sorry. So if such zombie "sleeps" from the beginning the player will get his hair white. Remember that if this zombie will calm down, it will mumble again.
Beleg Cúthalion on 23/10/2008 at 07:57
I need your help, ladies and gentlemen, just before I make myself unpopular on a grand style over in Thief FM Discussion. This new DarkMod demo looks fine and everything, but cripes! I think it looks sterile. It's like this standard computer graphics thing, objects appear to glow from within (and that's no specular effect whatsoever) and...well it doesn't feel as organic as TDS did. Not all-of-a-piece. Oh, and this bulky mantling movement that even appears if you climb onto a pavestone is also slightly irritating.
But everyone loves it and even if I accused them of praising the game and meaning the work behind it, they would probably be right in contradicting me, as they're already quite busy pointing out what exactly they like. Either I have cultivated a wrong kind of Thief reception over the last years or this is about the emperor's new clothes. Or taste. I know I could simply ignore all that, but I always like to know which thing causes which reaction, just to remain with being exact.