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Is it more sensible to use objects for detailed architecture rather than brushes?
I'd say no, Dark is not too good with big objects (anything beyond a large door). I also assume you did go through the tutorials, right?no idea about that hierarchy part, if you can't find an answer in the tutorials, you'll need someone who has experience with building the levels to step in.
The collision model for objects is limited to a box or a sphere, so you can't, say, create a tunnel network as an object.Now, if you meant "architectural detail" rather than "detailed architecture", then yes, objects are good for that.
It comes when you actually start the project and everything SHOULD work but nothing does.
Where is the hard part that will take me a year to tackle?
When you venture beyond the trivial. Roombrushing. Patrol pathing. Flow brushes. Stims & receptrons. Signals & responses. AI behavior. AI behavior. AI behavior. Particles. Conversations. Dynamic lighting. Animated lighting. Materials. Objectives. Quest bits. Scripts. Tweqs. Links. Doors. Elevators. Weapons. Explosions. Motions. Damage. Emitters. Flinders. Triggers. Relays. Delays. Automaps. Physics. Loot lists. 0, 0, 0. Audio propagation. Schemas. Weather. Fog. Aaaaaaand coplanars.
This list will be useful to me then - I will make a test project which broaches all of these.
Is there a way for me to tamper with the AI and code new enemies?
yes, you need to run Shocked with the -fm parameter and load FMs via FMsel just like when you want to play them. if you won't do that, resources will not load properly, as you have found out.
definitely possible to tweak AI behavior (Secmod), but creating new ones would require additional resources (voice sets etc), not a simple thing.
Ha. List hardly needed, just go to the object editor and scroll through all the hundreds of available properties (and metaproperties).Yes. Take a look at the existing AIs in the hierarchy and note the various properties used to implement them. You can tweak their senses, speed, strength, attack styles, evasion, etc. You are, however, limited to what the built-in AI scripts can do—no completely new behaviors. To create a new AI from scratch, you'll need a properly rigged model, a motion set, and a voice set.BTW, a familiarity with NVScript can make many tasks much easier/possible than the original scripts.
For the work on your test FM, did you think about making some kind of "making of diary"?