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NeonsStyle

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You are a legend Dragofer. That fixed it. :)

 

As for the frobable issue with a box, I can't use a prefab chest because it's a glass box made out of brushes, with the front made into a door.

It's an objective item so it needs to look good n stand out. lol

 

Still can't find that frobblock entity.

 

Thanks so much Dragofer. :D

Edited by NeonsStyle
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I have an eclectic YouTube channel making videos on a variety of games. Come and have look here:

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Dark Mod Missions: Briarwood Manor - available here or in game

http://forums.thedarkmod.com/topic/18980-fan-mission-briarwood-manor-by-neonsstyle-first-mission-6082017-update-16/

 

 

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Where do I find the atdm:target_set_frobable entity? I'm not even sure it's an entity, it's not a spawnarg, I tried that, didn't work. I want

a clip inside the box to stop ppl nicking the item without opening it, and you can do it with this, since it's a custom box.

 

Neon

I have an eclectic YouTube channel making videos on a variety of games. Come and have look here:

https://www.youtube.com/c/NeonsStyleHD

 

Dark Mod Missions: Briarwood Manor - available here or in game

http://forums.thedarkmod.com/topic/18980-fan-mission-briarwood-manor-by-neonsstyle-first-mission-6082017-update-16/

 

 

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atdm:target_set_frobable can be made by selecting the clip brush, then right-click -> create entity. You can search through lists in DR by simply typing parts of the name.

 

From there I'd look at a prefab chest's clip brush and adapt the spawnargs onto the custom clip brush. (froblock is another word for atdm:target_set_frobable, but adtm:etc.. is the proper name).

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Thanks Dragofer, I'll use that. Didn't know about the search.

I have an eclectic YouTube channel making videos on a variety of games. Come and have look here:

https://www.youtube.com/c/NeonsStyleHD

 

Dark Mod Missions: Briarwood Manor - available here or in game

http://forums.thedarkmod.com/topic/18980-fan-mission-briarwood-manor-by-neonsstyle-first-mission-6082017-update-16/

 

 

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I have this wierd leak issue. All filters deactivated, and it's leaking from the void to the void, outside the map. I've drawn boxes around both

ends and selected inside with all filters off & deleted, but there's nothing there. The leak just starts in the void and ends there, without

entering the map.

 

First thing I thought was filters, but nope not that. Then I figured select everything, copy to a new map, maybe that'll help, nope.

So now i can't see what's causing it.

 

This happened, because I found out I needed to make most brushwork inside the map func_static, so yesterday I did that. Today

I'm fixing all the leaks from that. However this leak just makes no sense. Usually they are an easy fix.

 

Be great if someone could either take a look or suggest a fix? I hate it when you get stuck, especially on a day you set aside for mapping. lol

 

If you want to take a look just post here n I'll pm you.

 

 

Neon

Edited by NeonsStyle

I have an eclectic YouTube channel making videos on a variety of games. Come and have look here:

https://www.youtube.com/c/NeonsStyleHD

 

Dark Mod Missions: Briarwood Manor - available here or in game

http://forums.thedarkmod.com/topic/18980-fan-mission-briarwood-manor-by-neonsstyle-first-mission-6082017-update-16/

 

 

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This happened, because I found out I needed to make most brushwork inside the map func_static, so yesterday I did that. Today

I'm fixing all the leaks from that. However this leak just makes no sense. Usually they are an easy fix.

 

Could it be that one of the created func_statics has its origin in the void? I am not sure, if all the origins are created, where you would suspect (especially if you create a func_static with a multiple worldspawns in it).

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There were a couple, but there's nothing at either end of the leak, both ends are in the void, which is why it's puzzling me. First thing I though of was must be a func_static, but there's nothing at all there. Ìt's really frustrating when you're stuck. Problem is there just isn't anything there at either end of the leak.

Edited by NeonsStyle

I have an eclectic YouTube channel making videos on a variety of games. Come and have look here:

https://www.youtube.com/c/NeonsStyleHD

 

Dark Mod Missions: Briarwood Manor - available here or in game

http://forums.thedarkmod.com/topic/18980-fan-mission-briarwood-manor-by-neonsstyle-first-mission-6082017-update-16/

 

 

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This issue has been sorted. Thanks to Bikerdude. Much appreciate.

I have an eclectic YouTube channel making videos on a variety of games. Come and have look here:

https://www.youtube.com/c/NeonsStyleHD

 

Dark Mod Missions: Briarwood Manor - available here or in game

http://forums.thedarkmod.com/topic/18980-fan-mission-briarwood-manor-by-neonsstyle-first-mission-6082017-update-16/

 

 

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Awhile ago demagogue suggested that the inside should be func_static. I did the conversion, but then found out that I'd gone too far from Bikedude. That fixed the problem, I could revert to earlier version, without losing anything... n be more careful. in other words, I fucked up lol.

I have an eclectic YouTube channel making videos on a variety of games. Come and have look here:

https://www.youtube.com/c/NeonsStyleHD

 

Dark Mod Missions: Briarwood Manor - available here or in game

http://forums.thedarkmod.com/topic/18980-fan-mission-briarwood-manor-by-neonsstyle-first-mission-6082017-update-16/

 

 

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I have a problem with an AI who won't unlock a door. He has Unlock 1 spawnarg, the key opens the door, and is bound to him, and he has

the key, but he can't unlock the door. Here are the relevant spawn args of the AI, the key and the door. Can you see why he can't open the door?

 

AI:

classname atdm:ai_guard_generic_01

name captain

team 3

can_unlock 1

 

Key:

 

classname atdm:key_simple_steel

name key_lobby

bind captain

bindToJoint Hip

frobable 1

inv_category keys

inv_name Lobby

inv_target player1

used_by 1

 

Door

 

classname atdm:mover_door

name lobby

allowstep 0

locked 1

open 0

used_by key_lobby

Edited by NeonsStyle

I have an eclectic YouTube channel making videos on a variety of games. Come and have look here:

https://www.youtube.com/c/NeonsStyleHD

 

Dark Mod Missions: Briarwood Manor - available here or in game

http://forums.thedarkmod.com/topic/18980-fan-mission-briarwood-manor-by-neonsstyle-first-mission-6082017-update-16/

 

 

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Your "can_unlock" spawnarg is wrong. It needs to be "can_unlock1 lobby". This is how it is described in the Wiki:

http://wiki.thedarkmod.com/index.php?title=Doors#AI_Door_management

 

To get AI to unlock/relock specific doors there are two methods currently:

1. add the following spawnarg/value to the AI:

"can_unlock1" <doorname>

Do NOT use can_unlock_1.

For additional doors on the same AI use can_unlock2 doorname etc.

Edited by Destined
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Fixed <delete me> pls

Edited by NeonsStyle

I have an eclectic YouTube channel making videos on a variety of games. Come and have look here:

https://www.youtube.com/c/NeonsStyleHD

 

Dark Mod Missions: Briarwood Manor - available here or in game

http://forums.thedarkmod.com/topic/18980-fan-mission-briarwood-manor-by-neonsstyle-first-mission-6082017-update-16/

 

 

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Yeh it threw me cause in the entity inspector there was no icon for it.

I have an eclectic YouTube channel making videos on a variety of games. Come and have look here:

https://www.youtube.com/c/NeonsStyleHD

 

Dark Mod Missions: Briarwood Manor - available here or in game

http://forums.thedarkmod.com/topic/18980-fan-mission-briarwood-manor-by-neonsstyle-first-mission-6082017-update-16/

 

 

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What do you do with an AI when you want it to unlock two different doors? Using can_unlock1 <doorname> only seems

to work with one door. Do we path for only one door or is there a way around it? I didn't see anything about this

on the door wiki.

I have an eclectic YouTube channel making videos on a variety of games. Come and have look here:

https://www.youtube.com/c/NeonsStyleHD

 

Dark Mod Missions: Briarwood Manor - available here or in game

http://forums.thedarkmod.com/topic/18980-fan-mission-briarwood-manor-by-neonsstyle-first-mission-6082017-update-16/

 

 

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What do you do with an AI when you want it to unlock two different doors? Using can_unlock1 <doorname> only seems

to work with one door. Do we path for only one door or is there a way around it? I didn't see anything about this

on the door wiki.

 

can_unlock1 Door1

can_unlock2 Door2

can_unlock3 Door3

 

and on and on ...

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Ahh thank you so much grayman. Really appreciated. :)

I have an eclectic YouTube channel making videos on a variety of games. Come and have look here:

https://www.youtube.com/c/NeonsStyleHD

 

Dark Mod Missions: Briarwood Manor - available here or in game

http://forums.thedarkmod.com/topic/18980-fan-mission-briarwood-manor-by-neonsstyle-first-mission-6082017-update-16/

 

 

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Having a mild issue. I want to use a custom sound, it's all good got it imported into map n and all in the fms folder with sound stuff etc. However dmap won't compile it from there, and needs it in the darkmod/maps folder to compile it. So that means it's not loading the custom sound in. The sound works n everything, it's setup as every other sound in

the map, and they all work great, I've checked it multiple times.

 

So how do I have my map in say darkmod/fms/mapname and compile it from there for testing without having to get it all .pk4'd up?

 

Thanks

 

Neon

I have an eclectic YouTube channel making videos on a variety of games. Come and have look here:

https://www.youtube.com/c/NeonsStyleHD

 

Dark Mod Missions: Briarwood Manor - available here or in game

http://forums.thedarkmod.com/topic/18980-fan-mission-briarwood-manor-by-neonsstyle-first-mission-6082017-update-16/

 

 

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The folder structure in the pk4 mirrors the folder structure in the darkmod root folder. So you drop the custom sound in the equivalent folder in darkmod/ as in your pk4 and where your soundshader point to, like "darkmod/sound/neon/" or "darkmod/sound/sfx/neon/" or whatever, oh and drop the soundshader in the "sound/soundshader" folder too (or whatever it's called), or I believe also in that ../neon/ folder is fine too. Then it's like any other vanilla asset and you can dmap as usual from ../maps/.

What do you see when you turn out the light? I can't tell you but I know that it's mine.

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So why is it when I put my map in fms/<mapname>/maps dmap reports file not found, yet if it's in tdm/maps then it works fine. Cause from what you said, the sound is correctly set up.

Edited by NeonsStyle

I have an eclectic YouTube channel making videos on a variety of games. Come and have look here:

https://www.youtube.com/c/NeonsStyleHD

 

Dark Mod Missions: Briarwood Manor - available here or in game

http://forums.thedarkmod.com/topic/18980-fan-mission-briarwood-manor-by-neonsstyle-first-mission-6082017-update-16/

 

 

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There are 2 independent tracks. You can't mix them. You can have both going on at the same time, but still as 2 tracks.

 

Either 1. You have everything in a pk4 in the fms folder and run the pk4 like an FM. As you say, you can't dmap from here. Only dmap from the maps folder.

 

Or 2, you put the assets in root tdm/.. folders like they were vanilla assets (if you didn't realize, all the vanilla assets in the game pk4's are really packaged in root folders as far as the game is concerned. That's where you want your assets when building too, in root folders. This is totally separate from packaging them in your FM's pk4 for release--but see footnote) and run the .map file from /maps folder, where you can dmap and don't have to repackage a pk4 every time. Your .map will find custom assets from the root folders just like they find everything else.

 

The typical method is to do most work on track 2, and switch to the track 1 method only as you approach the very end to prepare for the final release. So you shouldn't be putting anything in a pk4 and nothing should ever be going into the fms folder while building until near the very end typically (unless you want to share your wip with someone else, then you can give them a pk4).

 

Edit. Footnote. Hopefully not to confuse you more, but one handy extra detail to know is that if you have multiple custom assets, you can put them in a pk4 in the root folder, like the other vanilla pk4s (that is, it mimicks root folder structure). This is not your FM, but just like a vanilla pk4 that keeps all your assets together, which may be more convenient than spreading them out in 5 different root folders you have to keep track of when it comes time to package your fm pk4 later on. That's not too confusing, is it?

What do you see when you turn out the light? I can't tell you but I know that it's mine.

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Demagogue is slightly off, as you can technically have everything as an FM that the game recognizes without packing it into a .pk4 archive and with being able to dmap. All you need is your fms/myFMdirectory/ folder to have a darkmod.txt file and a startingmap.txt file inside. Steal those from any other FM and edit them so your FM's name and your map's filename are listed, so the game recognizes the FM.

 

I find "track 2" messy so I usually do dummy FM directories so I can consolidate all my files easily. It requires switching FMs and some Dark Mod restarts, but it's a small price to pay.

 

edit: This also requires that you change your mod (fs_game) in DR to fms/myFMdirectory if you want your custom assets to show in DR.

Edited by Spooks

My FMs: The King of Diamonds (2016) | Visit my Mapbook thread sometimes! | Read my tutorial on Image-Based Lighting Workflows for TDM!

 

 

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Ok, yeah, I did leave that out to simplify but it's also legit. So that's a track 3, or should I call it 1B? And I edited in a footnote to my post that's a slightly cleaner way to do track 2 (2B?) in that it at least keeps all your custom assets packaged together.

What do you see when you turn out the light? I can't tell you but I know that it's mine.

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Ahh ok thanks Dem & Spooks for that detailed reply. Detail is good... means I learn more. :) So thanks heaps.

I have an eclectic YouTube channel making videos on a variety of games. Come and have look here:

https://www.youtube.com/c/NeonsStyleHD

 

Dark Mod Missions: Briarwood Manor - available here or in game

http://forums.thedarkmod.com/topic/18980-fan-mission-briarwood-manor-by-neonsstyle-first-mission-6082017-update-16/

 

 

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