Dromed - Dark Mod Differences: Difference between revisions
Line 18: | Line 18: | ||
Sound ''to'' the player is propogated in a direct straight line even through solid brushes if the area is not sealed. It is only stopped by areas completely sealed by [[Visportals]]. | Sound ''to'' the player is propogated in a direct straight line even through solid brushes if the area is not sealed. It is only stopped by areas completely sealed by [[Visportals]]. | ||
Sound from the player to AI is routed through [[Visportals]]. | Sound ''from'' the player to AI is routed through [[Visportals]]. | ||
== Portalizing == | == Portalizing == |
Revision as of 14:23, 25 September 2007
written by Fidcal
Introduction
If you come to Dark Mod from Dromed then here's a summary of essential differences to save some head-scratching
'Maps' v 'Missions'
Brushes: Solid versus Void
There are no air brushes in Dark Mod. Instead of scooping out air brushes in solid, in Dark Mod solid brushes must be built in a void and the game space must be fully enclosed within those solid brushes. Any gaps will cause leaks and prevent compiling.
Dark Mod brushes need not be static but can be assigned singly or in groups to entities as doors, elevators, etc.
Room brushes, Sound Propogation
There is no need for any special room brushes in Dark Mod; sound works immediately after the map is compiled.
Sound to the player is propogated in a direct straight line even through solid brushes if the area is not sealed. It is only stopped by areas completely sealed by Visportals.
Sound from the player to AI is routed through Visportals.
Portalizing
Entities, Objects
Properties, Metaproperties
Links
Target Bind ?