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Thread: Boktor's Project

  1. #41

    Re: Boktor's Project

    Quote Originally Posted by Boktor View Post
    l I don't want to see it's shadow. However, the light affects some brushes. I want to see the brushes' shadows. Is there a key I can change to turn off the shadow-casting properties of a model?
    Put it in a lod group:

    noShadows - Enable to turn off shadows in this group.

    I recommend to put each model in a reference and use the lod groups there, especially for repeating models. Makes it more handy to tweak those LOD settings later

  2. #42

    Re: Boktor's Project

    Do I have to use 3 subgroups for LODs all the time. Wouldn't just 1 group work in this case? I don't want the shadows to show at all.

    edit: nevermind. ha it's right in front of my face. I see the numstages tab. I haven't used LOD groups for anything yet. Everything is in editor groups.
    Last edited by Boktor; 5th Jan 2012 at 00:39.

  3. #43

    Re: Boktor's Project

    Quote Originally Posted by Boktor View Post
    Do I have to use 3 subgroups for LODs all the time. Wouldn't just 1 group work in this case? I don't want the shadows to show at all.
    Sure:

    "New LOD Groups have 3 levels by default. Change this to 1 by selecting 'New Group' and change its Num Stages property to 1."



    http://wiki.splashdamage.com/index.php/LOD_Groups

    Edit: Some of the other properties mentioned there can also be quite useful for models, for example Inline Collision Model and Instancing.
    Last edited by Scrupus; 5th Jan 2012 at 00:46.

  4. #44

    Re: Boktor's Project

    Heh I edited my post just before you. I found it

    So now I have put the model in a lod group with 1 level. I set noShadows to true and it still shows shadows. I recompiled and I still see it in the sdk 3d camera

  5. #45

    Re: Boktor's Project

    hehe

    But that was a bit strange - check it in-game as well, maybe the sdk camera doesn't honor all of those properties.

  6. #46

    Re: Boktor's Project

    Yep that's it. In-game it works.

  7. #47

    Re: Boktor's Project

    Is there a wiki page for the surface inspector?

    I use it a lot, but there are some functions I don't really understand.
    For example, what exactly does the "cap texture" and "naturalize texture" button do? Also, how and when do I use the find/replace dialog.

  8. #48

    Re: Boktor's Project

    Quote Originally Posted by Boktor View Post
    Oh and Chris are you still up for this?
    Will see, busy this weekend.

    Quote Originally Posted by Boktor View Post
    Is there a wiki page for the surface inspector?

    I use it a lot, but there are some functions I don't really understand.
    For example, what exactly does the "cap texture" and "naturalize texture" button do? Also, how and when do I use the find/replace dialog.
    They are for patches, "cap texture" you use when you cap a cylinder, keep pressing it till the texture appears normal, "naturalize texture" is used on any patch, it makes the texture back to it's normal scale incase it's distorted after editing.

    find/replace is for finding and replacing textures, up to you when you need it.

    ETQW Mediocre Club

  9. #49

    Re: Boktor's Project

    Sometimes i use a "manual find and replace" textures.

    It consist in open the world file in notepad and use the change text option to change the texture name.

    The good on this is that it do not reset the oiriginal texture orientation and scale. I can't be 100% sure, but i believe the SDK "find and replace" textures reset the orientation and scale of the texture.

  10. #50

    Re: Boktor's Project

    Hey guys

    Part of the map is cosmetically unfinished, but it's ready for objectives and gameplay testing. I've got the whole thing in one .world file.
    I'll try and get a "destroy 2 objectives" on the map as a test, similar to the last objective of Refinery.

  11. #51

    Re: Boktor's Project

    Bring it on

  12. #52
    Headshot to the knee Ashog's Avatar
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    Re: Boktor's Project

    Bring it on
    Win7/i7-6700K/NoctuaNH-D14/G.Skill-4x4GB-DDR4-3200/MSI-GTX980Ti-Gaming-6G/Asus-z97-RoG-MaximusVIII-Ranger/Corsair550D/2xSamsungSSD/WD-green-HDD/G502/G510/BENQXL2411T


  13. #53

    Re: Boktor's Project

    Question:

    Do I need a spawn master if the spawns don't change?

  14. #54

    Re: Boktor's Project

    hmm, not quite sure but I would think it is required for the map script spawn system to work. You usually declare all the spawnmasters in the map script, mostly to turn them on and off, but the spawnmaster entities might also be required for the respawn script system to work.

    It's pretty simple to add it anyway, so why not

    Edit: I also think the spawnmaster is used to show the location of the spawn on the minimap.

  15. #55

    Re: Boktor's Project

    Confirming that spawn master position is used to show the spawn on the minimap

  16. #56
    Headshot to the knee Ashog's Avatar
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    Re: Boktor's Project

    Confirming that Donnovan really confirmed that spawn master position is used to show the spawn on the minimap
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  17. #57
    Totally mostly useless light_sh4v0r's Avatar
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    Re: Boktor's Project

    Confirming that Ashog is a tool, but not of the worst kind.
    We urgently require psi-tapirs!

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  18. #58
    Headshot to the knee Ashog's Avatar
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    Re: Boktor's Project

    I am not convinced
    Win7/i7-6700K/NoctuaNH-D14/G.Skill-4x4GB-DDR4-3200/MSI-GTX980Ti-Gaming-6G/Asus-z97-RoG-MaximusVIII-Ranger/Corsair550D/2xSamsungSSD/WD-green-HDD/G502/G510/BENQXL2411T


  19. #59

    Re: Boktor's Project

    ^lol you guys

    This objective is a real pain and is the biggest obstacle. I've been making progress at snail speed the last few months because of it. But guess what...
    http://web.archive.org/web/200810291...ad.php?t=18017

    I CAN'T BELIEVE IT TOOK ME THIS LONG TO FIND IT!!!
    I've been working with the construction objective tutorial and the destructible obj. tuto on the SD wiki but they aren't enough for me.
    ...seriously, screw activision


    There's strange floating cubes and some other imperfections, but this is finally some progress
    I'll be on Thursday with questions for you guys

  20. #60
    Totally mostly useless light_sh4v0r's Avatar
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    Re: Boktor's Project

    You might want to put that thing in some spotlights, or people will just walk by it thinking it's just a crate
    We urgently require psi-tapirs!

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