Please ask your basic (newbie) questions in here. - by scumble
Ziemanskye on 11/1/2006 at 19:36
First of all, there are both add and subtract options in smeshes - you usually need to have both on things you want NPCs on top of (subtract to take out the bit under it, add so they can act on the bit above).
There's similar buttons somewhere with bsp stuff, but I forget where offhand. If using a NavMesh subtraction on the stairs, it needs to cover a lot more than the base (that'll confuse it, see below)
Second - it may be too steep: steps over 16 deep x 8 high they can have trouble with, in my experience they have more trouble when chasing people, so it's something to be wary of.
Third - if this is some kind of stairwell, you need solid bsp between each floor otherwise it's trying to climb and fall on the wrong part of the navmesh (It think's it below you, on the lowest set of links but they don't connect to where you are - even if it's on the stairs above you!)
This is all about keeping the Navmesh happy, which is a pain and something I have experience of not doing.:cheeky:
GlasWolf on 11/1/2006 at 23:56
Quote Posted by prustage
Is there an easy way of moving the viewpoint when editing in T3ED? At the moment I am using the mouse in 3D view to "fly" from one place to another which is becoming tedious. In DromED one of the right click options in the 2D viewports was to "move viewpoint to here". Is there an equivalent in T3ED?
Right click on an object -> Obsolete -> Align cameras.
Rantako on 14/1/2006 at 20:08
The name of my map doesn't show up on the pause menu in-game. I've followed all the instructions in the wiki to the letter, with no luck, and even more frustrating the name shows up fine in all my other maps. Does anyone who's released a mission have any idea what I can do to fix it?
Quote:
It seems quite a few of the questions posted are from members who really arent total newbies any more. Perhaps they are hesitant about starting new threads?
Thats what this thread was for - anyone to post newbie level questions, whether the are a newbie or not, rather than having to start a whole new thread.
Judith on 15/1/2006 at 01:51
Hm. I've got some problems with zones and schemas. I maganged to grab DX:IW sound drone and go through these tons of sounds - I chose about 9 ambient tunes for this mission. Then, I've encountered countless T3 hangups during the gameplay tests. Suprisingly, these were mainly unwanted loops of one-shot sounds, generated by AI. Where should I start looking for the solution? :confused:
GlasWolf on 18/1/2006 at 22:57
Quote Posted by prustage
One of the effects is that the useful thread structure is lost and related posts arent really grouped together in a way that would make it easier to find previous stuff that you may want to see.
Perhaps an administrator might like to create a few useful categories like Brushes, Meshes, AIs, Scripts, Lighting, Sounds etc?
For the record I think this would be a pretty good way to go. I'm learning about things topic by topic (i.e. BSP first, then smeshes, then lighting, then scripting etc.) and it would be nice to have the forum reflect this.
What might be a good idea is the major tutorials/articles in the wiki to have a linked thread where they could be discussed and expanded upon as necessary. There's a lot of great stuff in the wiki but it's very disjointed. Of course maybe that just reflects the community members. :)
thief0 on 20/1/2006 at 00:45
does T3ed work with the Thief Deadly Shadows demo?
Crispy on 20/1/2006 at 01:48
Good question. I don't suppose there's any reason why it wouldn't run, but I don't know what resources the demo does and doesn't have, so I can't say for certain. Probably at least the schema metafiles wouldn't be complete, so you wouldn't get to hear all of the sounds.
My advice is just bite the bullet and buy the game. Then you know it'll work. ... Well, probably... :rolleyes:
scumble on 20/1/2006 at 11:10
To respond to prustage, valadan and GlasWolf:
Perhaps I should have kept a better eye on this thread. Clearly there are too many posts that aren't really basic, and the thread is riduculously large, almost like the forum is getting sucked in here.
The only thing we really wanted to avoid in the main forum is threads like "Where do I find the PlayerStart", or "how do I put an AI in the level". For anything that may conceivably go on for several posts there should be a thread.
Perhaps we should limit this thread to one-liners generally to avoid several topics getting interlaced.
At least I can chop it down to size and let the older stuff go...
GlasWolf on 20/1/2006 at 20:50
I think if you tried to split this up it would be a mess, the only hope would be to create something like the (
http://www.ttlg.com/forums/showthread.php?t=83801) T3 Tweaks Thread but that would be a mass of (ongoing) work. I see two possible solutions. Firstly, have a variety of stickied newbie threads on each main topic as prustage suggested. The other one is just to lock this and do away with the idea. Now that things have calmed down from the release and the wiki and Komag's tutorial have given noobs a place to get a started editing, it's probably not necessary any more anyway.
Edit: I see you've reconstituted some threads scumble - I take my hat off to you.
scumble on 21/1/2006 at 01:36
I just pulled out what I thought were some useful recent topics. I haven't been through the whole thing yet, but working backwards looking for important questions seems worthwhile. There's a lot that should work its way into the wiki, as there's an awful lot of very useful, if disorganised, information sitting in forum posts going back to march last year.
So, I'd encourage everyone to think of the wiki more often when these points come up - there is a good turnover of additions and changes, as revealed by the [wiki]RecentChanges[/wiki] page, but an increasing number of even tiny additions will make quite a difference to amount of information on there.
Possibly the newbie thread isn't ideal, but there hasn't been much use of an IRC channel as far as I'm aware. Ultimately that's best for simple questions, but the problem is the likelyhood of someone helpful being online at the right time.