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NeonsStyle [Work In Progress]

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I need to make this drop objective hidden from the player at the start, and when the player finds the item, then gives a new objective for him to drop the book

at a certain place. I tried using hidden objective but that just stops it completing at all. So how do you do this?

 

While I'm at it, is there an easier way to setup a briefing using a video than as mentioned in the wiki? Sounds awfully complicated

and the video intro is definitely how I want to go.

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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When your objective is hidden at mapstart, you can use a atdm:target_setobjective_visibility entity to switch the visibility. I have one hidden objective in my WIP, that becomes visible, when a certain item is picked up. I have simply set it up with an S/R Frob on the item that is to be picked up, with the effect "Trigger atdm:target_setobjective_visibility". That way it works for me. See also the "Objectives Editor" article on the Wiki. It is described in more detail there.

http://wiki.thedarkmod.com/index.php?title=Objectives_Editor

Edited by Destined
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Ahhh thank you Destined. Another, is there an easier way to do a intro video briefing that the wiki says? Or do we have to do it that way?


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 thought the easiest way was to just replace the TDM logo video with your own under the same filename in your pk4. Then it plays automatically. It just has to be in the right format.


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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I thought the easiest way was to just replace the TDM logo video with your own under the same filename in your pk4. Then it plays automatically. It just has to be in the right format.

 

Do you know what .roq format is? I saw in the file tdm_gui01.pk4 in videos was briefing.roq so I'm guessing that's where it goes. I'll go through some other fms and see if I can find it. Then google it. In case I don't find it, if you know just post it here pls.

 

Thanks

 

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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Please visit TDM's IndieDB site and help promote the mod:

 

http://www.indiedb.com/mods/the-dark-mod

 

(Yeah, shameless promotion... but traffic is traffic folks...)

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Thankyou nbohr1more

  • Like 1

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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Is there a way to have a door close on it's own after say 10 seconds?


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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Yes check out Biker's map Alberic's Curse, it's doors close on a timer I think.


I always assumed I'd taste like boot leather.

 

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This is a switched door, not a normal door, and that spawnarg doesn't seem to work. I tried it on both the door and the switch. My fault, I should've mentioned that lol

 

Also, I'd the players voice to tell him to follow an specifiy AI, trigger_entity do that?

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 is a switched door, not a normal door, and that spawnarg doesn't seem to work. I tried it on both the door and the switch. My fault, I should've mentioned that lol

 

Also, I'd the players voice to tell him to follow an specifiy AI, trigger_entity do that?

 

Create a trigger_multiple entity, make it so that no one can touch it (I believe the spawnarg is simply notouch) and then set the wait on that for 10 seconds. Once the door has been opened, trigger the timer which is targeted back at the door and after 10 seconds it will close.

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Thank you Goldwell that worked great :)

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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Also, I'd the players voice to tell him to follow an specifiy AI, trigger_entity do that?

 

The easiest way would be to make a trigger_once brush (create brush, right click create entity -> trigger_once). When the player walks into that the brush will trigger its targets, such as the speaker. The speaker needs the spawnargs s_waitfortrigger "1" and s_global "1".

 

 

The proper name for the spawnarg I mentioned earlier is actually auto_close_time. Is that the one you used?

Edited by Dragofer

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I don't think that would work Dragofer, since the player will enter this room a couple of times. I need it so a specific AI triggers it. I thought Trigger_Entity could do it

as I could name the entity. However I don't know how to use the players voice, as I'd rather do that than use a speaker which would be displaced from the player.

 

There's no way to know where the player would be in the room when it's triggered. What does s_global 1 do?

 

Yes I used that spawnarg D

 

One last thing. Crowind is doing a video for the FM, so I'm wondering how to play it? I thought just replace the TDM video, but then how

do I skip the briefing part which would be empty? How is it usually done?

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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An alternative then is to let one of the AI's path nodes target the speaker, so he triggers the speaker when he reaches the node.

 

s_global makes the sound play in the whole map at the same volume, so it could sound like the player is saying it. s_omni on the other hand makes it sound like it comes from all directions equally but will still have falloff in volume depending on how close you are to the speaker.

 

Regarding auto_closing doors, best extract the .map from St. Alberic's curse and copy over the spawnargs from one of the doors in the church to be absolutely certain.

 

Briefings I'm not sure about. Do you maybe have a briefing.xd file that you could delete, if you used the starter pack?

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Yeh the door is sorted now. Goldwells method solves it beautifully.

 

Don't think I can use an AI node either as this is the AI for the drop object, and his node is targeted through Stim Response system rather

than a straight target. What about a trigger_once_entity? I've tried a few ways to do it, but nothing is working. See he has to set off

before the sound plays (obviously lol) as he's saying I should follow him.

 

Oh when will your map be done? Can't wait to see it.

 

Thanks once again

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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Don't think I can use an AI node either as this is the AI for the drop object, and his node is targeted through Stim Response system rather than a straight target.

The speaker gets triggered the moment the AI hits the path node which targets the speaker, so the way how the AI is told to walk to the node doesn't have an influence.

 

A trigger once entityname brush is also an option. It needs the entityname spawnarg, naming the AI.

 

 

Oh when will your map be done? Can't wait to see it.

Interesting that you should ask: I'd like to wrap things up this week and enter beta next week. It looks like the community is set for a double release.

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The problem is he only has one node, and it's on the other side of the house. So by the time he gets there, it's too late to tell the player to follow him

 

So I figured I'd use the Stim Response on the AI when we setup the dropitem set ai on patrol. This is the setup on the new effect etc.

 

Trigger response, new effect add target to trigger relay, with a delay added to the relay, and targets a trigger_once (make sure sound plays once), then use that to target the speaker. Problem is the sound plays as soon as the AI is triggered, and the delay isn't working, even though it's setup exactly the same as the delay I used to unlock that door awhile ago. This should work. Just need to get the delay issue sorted.

 

Since you'rs is almost done, I played One Step to Far tonight. Really nice map. Only criticism, was the beach texture was the wrong scale. How the hell did you make such a large area as that final map perform so well?

 

Yeh I'm just waiting on a video and working out how to show it and I'm done. So yeh double release lol haha. After I saw ur pics in the WIP thread can't wait to play it.

Edited by NeonsStyle
  • Like 1

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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If you want to insert an ROQ i'm pretty sure all you need to do is the following:

 

Create a folder inside your FM called "guis" (if you haven't already) and inside that create a file called "mainmenu_custom_defs.gui" and paste the following inside it:

 

 

 

/* =============================================================================================
 *
 * This file is included into The Dark Mod's Main Menu GUI.
 *
 * Mission Authors: This is the ONLY GUI file you can safely edit and include in your PK4. 
 *
 * greebo: This file can contain Mission-specific constants, like video playing time, 
 * menu music shaders or whether a video should be played at all.
 *
 * When this file is included in your PK4 as "guis/mainmenu_custom_defs.gui", it will
 * override the standard TDM file with the same name and the definitions within.
 *
 * The syntax for definitions is #define NAME 000
 *
 * See below for further comments on how to use these defs.
 *
 * ============================================================================================= */

/**
 * Set this constant to 1 to enable a briefing video for your mission
 *
 * You'll need to provide a video ROQ file and the corresponding OGG for sound.
 */
#define ENABLE_MAINMENU_BRIEFING_VIDEO 1

/**
 * greebo: If VIDEO_TIMER_CONTROLLED_BY_SDK is defined the briefing video GUI
 * will behave differently and will delegate video selection and timing to
 * the C++ code within the SDK. Remove the comment to enable this option.
 * Campaigns will need to enable that, as they consist of more than one briefing.
 */
//#define BRIEFING_VIDEO_CONTROLLED_BY_SDK 1

/**
 * These define the window coordinates for your briefing video(s).
 * The default is 0,0,640,480
 */
#define MM_BRIEFING_VIDEO_TOP_X 0
#define MM_BRIEFING_VIDEO_TOP_Y 0
#define MM_BRIEFING_VIDEO_WIDTH 640
#define MM_BRIEFING_VIDEO_HEIGHT 480

// Defines the material colour of the video windowDef
#define MM_BRIEFING_VIDEO_MATCOLOR 1,1,1,1

/* ---------------------------------------------------------------
 *
 * SINGLE-MISSION BRIEFING VIDEO DEFINITIONS
 *
 * If you're setting up a campaign, ignore this section and 
 * browse downwards to the MULTI-MISSION BRIEFING VIDEO DEFINITIONS.
 *
 * --------------------------------------------------------------- */

/**
 * Defines the material shader that points to the ROQ video file. Note that the
 * maximum length of an ROQ file is 1 minute, so break your briefing up (just video)
 * into parts of maximum length 1 minute.
 */
#define MM_BRIEFING_VIDEO_MATERIAL_1 "video/briefing"  //this is the standard darkmod logo
#define MM_BRIEFING_VIDEO_MATERIAL_2 "" //this is the custom video file
#define MM_BRIEFING_VIDEO_MATERIAL_3 ""
#define MM_BRIEFING_VIDEO_MATERIAL_4 ""
#define MM_BRIEFING_VIDEO_MATERIAL_5 ""
#define MM_BRIEFING_VIDEO_MATERIAL_6 ""
#define MM_BRIEFING_VIDEO_MATERIAL_7 ""
#define MM_BRIEFING_VIDEO_MATERIAL_8 ""
#define MM_BRIEFING_VIDEO_MATERIAL_9 ""
#define MM_BRIEFING_VIDEO_MATERIAL_10 ""

/**
 * This defines the playback time of your video. After this amount of time, the
 * mainmenu will switch to the briefing page.
 *
 * If you have your video in several parts, then specify lengths below. Be sure
 * to specify lengths by adding on the length of the previous section.
 * eg: You have 3 parts, first is 1600 milliseconds, second 1500 and third 500,
 * then LENGTH_1 will be 1600, LENGTH_2 3100, and LENGTH_3 600. Failing to
 * specify length correctly will result in skipping parts of video.
 *
 * Important: This is specified in milliseconds!
 */
#define MM_BRIEFING_VIDEO_LENGTH_1 139000
#define MM_BRIEFING_VIDEO_LENGTH_2 0
#define MM_BRIEFING_VIDEO_LENGTH_3 0
#define MM_BRIEFING_VIDEO_LENGTH_4 0
#define MM_BRIEFING_VIDEO_LENGTH_5 0
#define MM_BRIEFING_VIDEO_LENGTH_6 0
#define MM_BRIEFING_VIDEO_LENGTH_7 0
#define MM_BRIEFING_VIDEO_LENGTH_8 0
#define MM_BRIEFING_VIDEO_LENGTH_9 0
#define MM_BRIEFING_VIDEO_LENGTH_10 0

// Main Menu Music definitions

/**
 * Define the soundshader to be played during the briefing video.
 *
 * Important: The syntax is "music YOURSHADER;", the "music" part is important
 * and should not be deleted, neither the trailing semicolon. 
 * This is the actual GUI command issued to the C++ code.
 */
#define MM_BRIEFING_VIDEO_SOUND_CMD "music video/tdm_briefing_video_sound;"
//This audio sits in sounds/video/briefing_video.ogg
/* ---------------------------------------------------------------
 *
 * MULTI-MISSION BRIEFING VIDEO DEFINITIONS
 *
 * If you're setting up a campaign, these are the settings you need to change.
 *
 * --------------------------------------------------------------- */

/**
 * greebo: Defines the material shaders that point to the ROQ video file. Note that the
 * maximum length of an ROQ file is 1 minute, so break your briefing up (just video)
 * into parts of maximum length 1 minute.
 * 
 * Each mission can have an arbitrary number of video materials, the information
 * is passed to the game code in string form, where each video material is 
 * separated by semicolons. As the code can't determine the length of the video on its own
 * you need to specify the length of each clip in msecs in the MM_BRIEFING_<N>_VIDEO_LENGTHS string,
 * again each length is separated by a semicolon
 *
 * If a mission doesn't feature a briefing video, just leave the string empty.
 *
 * The MM_BRIEFING_<N>_VIDEO_SOUND_CMD lines define the soundshaders to be 
 * played during the briefing videos.
 *
 * Important: The syntax is "music YOURSHADER;", the "music" part is important
 * and should not be deleted, neither the trailing semicolon. 
 * This is the actual GUI command issued to the C++ code.
 *
 * The first mission has the number 1, the max number of missions is defined as 30.
 */

#define MM_BRIEFING_1_VIDEO_MATERIALS "video/tdm_briefing_video;"
#define MM_BRIEFING_1_VIDEO_LENGTHS "10000;"
#define MM_BRIEFING_1_VIDEO_SOUND_CMD "music video/tdm_briefing_video_sound;"

#define MM_BRIEFING_2_VIDEO_MATERIALS ""
#define MM_BRIEFING_2_VIDEO_LENGTHS ""
#define MM_BRIEFING_2_VIDEO_SOUND_CMD ""

#define MM_BRIEFING_3_VIDEO_MATERIALS ""
#define MM_BRIEFING_3_VIDEO_LENGTHS ""
#define MM_BRIEFING_3_VIDEO_SOUND_CMD ""

#define MM_BRIEFING_4_VIDEO_MATERIALS ""
#define MM_BRIEFING_4_VIDEO_LENGTHS ""
#define MM_BRIEFING_4_VIDEO_SOUND_CMD ""

#define MM_BRIEFING_5_VIDEO_MATERIALS ""
#define MM_BRIEFING_5_VIDEO_LENGTHS ""
#define MM_BRIEFING_5_VIDEO_SOUND_CMD ""

#define MM_BRIEFING_6_VIDEO_MATERIALS ""
#define MM_BRIEFING_6_VIDEO_LENGTHS ""
#define MM_BRIEFING_6_VIDEO_SOUND_CMD ""

#define MM_BRIEFING_7_VIDEO_MATERIALS ""
#define MM_BRIEFING_7_VIDEO_LENGTHS ""
#define MM_BRIEFING_7_VIDEO_SOUND_CMD ""

#define MM_BRIEFING_8_VIDEO_MATERIALS ""
#define MM_BRIEFING_8_VIDEO_LENGTHS ""
#define MM_BRIEFING_8_VIDEO_SOUND_CMD ""

#define MM_BRIEFING_9_VIDEO_MATERIALS ""
#define MM_BRIEFING_9_VIDEO_LENGTHS ""
#define MM_BRIEFING_9_VIDEO_SOUND_CMD ""

#define MM_BRIEFING_10_VIDEO_MATERIALS ""
#define MM_BRIEFING_10_VIDEO_LENGTHS ""
#define MM_BRIEFING_10_VIDEO_SOUND_CMD ""

#define MM_BRIEFING_11_VIDEO_MATERIALS ""
#define MM_BRIEFING_11_VIDEO_LENGTHS ""
#define MM_BRIEFING_11_VIDEO_SOUND_CMD ""

#define MM_BRIEFING_12_VIDEO_MATERIALS ""
#define MM_BRIEFING_12_VIDEO_LENGTHS ""
#define MM_BRIEFING_12_VIDEO_SOUND_CMD ""

#define MM_BRIEFING_13_VIDEO_MATERIALS ""
#define MM_BRIEFING_13_VIDEO_LENGTHS ""
#define MM_BRIEFING_13_VIDEO_SOUND_CMD ""

#define MM_BRIEFING_14_VIDEO_MATERIALS ""
#define MM_BRIEFING_14_VIDEO_LENGTHS ""
#define MM_BRIEFING_14_VIDEO_SOUND_CMD ""

#define MM_BRIEFING_15_VIDEO_MATERIALS ""
#define MM_BRIEFING_15_VIDEO_LENGTHS ""
#define MM_BRIEFING_15_VIDEO_SOUND_CMD ""

#define MM_BRIEFING_16_VIDEO_MATERIALS ""
#define MM_BRIEFING_16_VIDEO_LENGTHS ""
#define MM_BRIEFING_16_VIDEO_SOUND_CMD ""

#define MM_BRIEFING_17_VIDEO_MATERIALS ""
#define MM_BRIEFING_17_VIDEO_LENGTHS ""
#define MM_BRIEFING_17_VIDEO_SOUND_CMD ""

#define MM_BRIEFING_18_VIDEO_MATERIALS ""
#define MM_BRIEFING_18_VIDEO_LENGTHS ""
#define MM_BRIEFING_18_VIDEO_SOUND_CMD ""

#define MM_BRIEFING_19_VIDEO_MATERIALS ""
#define MM_BRIEFING_19_VIDEO_LENGTHS ""
#define MM_BRIEFING_19_VIDEO_SOUND_CMD ""

#define MM_BRIEFING_20_VIDEO_MATERIALS ""
#define MM_BRIEFING_20_VIDEO_LENGTHS ""
#define MM_BRIEFING_20_VIDEO_SOUND_CMD ""

#define MM_BRIEFING_21_VIDEO_MATERIALS ""
#define MM_BRIEFING_21_VIDEO_LENGTHS ""
#define MM_BRIEFING_21_VIDEO_SOUND_CMD ""

#define MM_BRIEFING_22_VIDEO_MATERIALS ""
#define MM_BRIEFING_22_VIDEO_LENGTHS ""
#define MM_BRIEFING_22_VIDEO_SOUND_CMD ""

#define MM_BRIEFING_23_VIDEO_MATERIALS ""
#define MM_BRIEFING_23_VIDEO_LENGTHS ""
#define MM_BRIEFING_23_VIDEO_SOUND_CMD ""

#define MM_BRIEFING_24_VIDEO_MATERIALS ""
#define MM_BRIEFING_24_VIDEO_LENGTHS ""
#define MM_BRIEFING_24_VIDEO_SOUND_CMD ""

#define MM_BRIEFING_25_VIDEO_MATERIALS ""
#define MM_BRIEFING_25_VIDEO_LENGTHS ""
#define MM_BRIEFING_25_VIDEO_SOUND_CMD ""

#define MM_BRIEFING_26_VIDEO_MATERIALS ""
#define MM_BRIEFING_26_VIDEO_LENGTHS ""
#define MM_BRIEFING_26_VIDEO_SOUND_CMD ""

#define MM_BRIEFING_27_VIDEO_MATERIALS ""
#define MM_BRIEFING_27_VIDEO_LENGTHS ""
#define MM_BRIEFING_27_VIDEO_SOUND_CMD ""

#define MM_BRIEFING_28_VIDEO_MATERIALS ""
#define MM_BRIEFING_28_VIDEO_LENGTHS ""
#define MM_BRIEFING_28_VIDEO_SOUND_CMD ""

#define MM_BRIEFING_29_VIDEO_MATERIALS ""
#define MM_BRIEFING_29_VIDEO_LENGTHS ""
#define MM_BRIEFING_29_VIDEO_SOUND_CMD ""

#define MM_BRIEFING_30_VIDEO_MATERIALS ""
#define MM_BRIEFING_30_VIDEO_LENGTHS ""
#define MM_BRIEFING_30_VIDEO_SOUND_CMD ""

/* ---------------------------------------------------------------
 *
 * DE-BRIEFING VIDEO DEFINITIONS (<== yes, DE-briefing, briefing is handled above)
 *
 * If you're setting up de-briefing videos, these are the settings you need to change.
 * These settings are not limited to campaigns, single-missions can have debriefing 
 * videos as well.
 *
 * The MM_DEBRIEFING_<N>_VIDEO_SOUND_CMD lines define the soundshaders 
 * to be played during the de-briefing videos.
 *
 * Important: The syntax is "music YOURSHADER;", the "music" part is important
 * and should not be deleted, neither the trailing semicolon. 
 * This is the actual GUI command issued to the C++ code.
 *
 * Each mission has its own sound cmd, the first mission has number 1.
 *
 * --------------------------------------------------------------- */

/**
 * These define the window coordinates for your debriefing video(s).
 * The default is 0,0,640,480, which is full screen.
 */
#define MM_DEBRIEFING_VIDEO_TOP_X 0
#define MM_DEBRIEFING_VIDEO_TOP_Y 0
#define MM_DEBRIEFING_VIDEO_WIDTH 640
#define MM_DEBRIEFING_VIDEO_HEIGHT 480

// Defines the material colour of the debriefing video windowDef
#define MM_DEBRIEFING_VIDEO_MATCOLOR 1,1,1,1

#define MM_DEBRIEFING_1_VIDEO_MATERIALS ""
#define MM_DEBRIEFING_1_VIDEO_LENGTHS ""
#define MM_DEBRIEFING_1_VIDEO_SOUND_CMD ""

#define MM_DEBRIEFING_2_VIDEO_MATERIALS ""
#define MM_DEBRIEFING_2_VIDEO_LENGTHS ""
#define MM_DEBRIEFING_2_VIDEO_SOUND_CMD ""

#define MM_DEBRIEFING_3_VIDEO_MATERIALS ""
#define MM_DEBRIEFING_3_VIDEO_LENGTHS ""
#define MM_DEBRIEFING_3_VIDEO_SOUND_CMD ""

#define MM_DEBRIEFING_4_VIDEO_MATERIALS ""
#define MM_DEBRIEFING_4_VIDEO_LENGTHS ""
#define MM_DEBRIEFING_4_VIDEO_SOUND_CMD ""

#define MM_DEBRIEFING_5_VIDEO_MATERIALS ""
#define MM_DEBRIEFING_5_VIDEO_LENGTHS ""
#define MM_DEBRIEFING_5_VIDEO_SOUND_CMD ""

#define MM_DEBRIEFING_6_VIDEO_MATERIALS ""
#define MM_DEBRIEFING_6_VIDEO_LENGTHS ""
#define MM_DEBRIEFING_6_VIDEO_SOUND_CMD ""

#define MM_DEBRIEFING_7_VIDEO_MATERIALS ""
#define MM_DEBRIEFING_7_VIDEO_LENGTHS ""
#define MM_DEBRIEFING_7_VIDEO_SOUND_CMD ""

#define MM_DEBRIEFING_8_VIDEO_MATERIALS ""
#define MM_DEBRIEFING_8_VIDEO_LENGTHS ""
#define MM_DEBRIEFING_8_VIDEO_SOUND_CMD ""

#define MM_DEBRIEFING_9_VIDEO_MATERIALS ""
#define MM_DEBRIEFING_9_VIDEO_LENGTHS ""
#define MM_DEBRIEFING_9_VIDEO_SOUND_CMD ""

#define MM_DEBRIEFING_10_VIDEO_MATERIALS ""
#define MM_DEBRIEFING_10_VIDEO_LENGTHS ""
#define MM_DEBRIEFING_10_VIDEO_SOUND_CMD ""

#define MM_DEBRIEFING_11_VIDEO_MATERIALS ""
#define MM_DEBRIEFING_11_VIDEO_LENGTHS ""
#define MM_DEBRIEFING_11_VIDEO_SOUND_CMD ""

#define MM_DEBRIEFING_12_VIDEO_MATERIALS ""
#define MM_DEBRIEFING_12_VIDEO_LENGTHS ""
#define MM_DEBRIEFING_12_VIDEO_SOUND_CMD ""

#define MM_DEBRIEFING_13_VIDEO_MATERIALS ""
#define MM_DEBRIEFING_13_VIDEO_LENGTHS ""
#define MM_DEBRIEFING_13_VIDEO_SOUND_CMD ""

#define MM_DEBRIEFING_14_VIDEO_MATERIALS ""
#define MM_DEBRIEFING_14_VIDEO_LENGTHS ""
#define MM_DEBRIEFING_14_VIDEO_SOUND_CMD ""

#define MM_DEBRIEFING_15_VIDEO_MATERIALS ""
#define MM_DEBRIEFING_15_VIDEO_LENGTHS ""
#define MM_DEBRIEFING_15_VIDEO_SOUND_CMD ""

#define MM_DEBRIEFING_16_VIDEO_MATERIALS ""
#define MM_DEBRIEFING_16_VIDEO_LENGTHS ""
#define MM_DEBRIEFING_16_VIDEO_SOUND_CMD ""

#define MM_DEBRIEFING_17_VIDEO_MATERIALS ""
#define MM_DEBRIEFING_17_VIDEO_LENGTHS ""
#define MM_DEBRIEFING_17_VIDEO_SOUND_CMD ""

#define MM_DEBRIEFING_18_VIDEO_MATERIALS ""
#define MM_DEBRIEFING_18_VIDEO_LENGTHS ""
#define MM_DEBRIEFING_18_VIDEO_SOUND_CMD ""

#define MM_DEBRIEFING_19_VIDEO_MATERIALS ""
#define MM_DEBRIEFING_19_VIDEO_LENGTHS ""
#define MM_DEBRIEFING_19_VIDEO_SOUND_CMD ""

#define MM_DEBRIEFING_20_VIDEO_MATERIALS ""
#define MM_DEBRIEFING_20_VIDEO_LENGTHS ""
#define MM_DEBRIEFING_20_VIDEO_SOUND_CMD ""

#define MM_DEBRIEFING_21_VIDEO_MATERIALS ""
#define MM_DEBRIEFING_21_VIDEO_LENGTHS ""
#define MM_DEBRIEFING_21_VIDEO_SOUND_CMD ""

#define MM_DEBRIEFING_22_VIDEO_MATERIALS ""
#define MM_DEBRIEFING_22_VIDEO_LENGTHS ""
#define MM_DEBRIEFING_22_VIDEO_SOUND_CMD ""

#define MM_DEBRIEFING_23_VIDEO_MATERIALS ""
#define MM_DEBRIEFING_23_VIDEO_LENGTHS ""
#define MM_DEBRIEFING_23_VIDEO_SOUND_CMD ""

#define MM_DEBRIEFING_24_VIDEO_MATERIALS ""
#define MM_DEBRIEFING_24_VIDEO_LENGTHS ""
#define MM_DEBRIEFING_24_VIDEO_SOUND_CMD ""

#define MM_DEBRIEFING_25_VIDEO_MATERIALS ""
#define MM_DEBRIEFING_25_VIDEO_LENGTHS ""
#define MM_DEBRIEFING_25_VIDEO_SOUND_CMD ""

#define MM_DEBRIEFING_26_VIDEO_MATERIALS ""
#define MM_DEBRIEFING_26_VIDEO_LENGTHS ""
#define MM_DEBRIEFING_26_VIDEO_SOUND_CMD ""

#define MM_DEBRIEFING_27_VIDEO_MATERIALS ""
#define MM_DEBRIEFING_27_VIDEO_LENGTHS ""
#define MM_DEBRIEFING_27_VIDEO_SOUND_CMD ""

#define MM_DEBRIEFING_28_VIDEO_MATERIALS ""
#define MM_DEBRIEFING_28_VIDEO_LENGTHS ""
#define MM_DEBRIEFING_28_VIDEO_SOUND_CMD ""

#define MM_DEBRIEFING_29_VIDEO_MATERIALS ""
#define MM_DEBRIEFING_29_VIDEO_LENGTHS ""
#define MM_DEBRIEFING_29_VIDEO_SOUND_CMD ""

#define MM_DEBRIEFING_30_VIDEO_MATERIALS ""
#define MM_DEBRIEFING_30_VIDEO_LENGTHS ""
#define MM_DEBRIEFING_30_VIDEO_SOUND_CMD ""

/**
 * greebo: The following definitions already exist in mainmenu_defs.gui.
 * To override these, #undef the definitions first, then #define a new one.
 *
 * These overridable values are already set up for an override, 
 * so mappers just uncomment the corresponding two lines (#undef and #define)
 * and fill in the desired values.
 *
 * Note: this override option has been introduced with TDM 1.03.
 */

// Uncomment this to override the default in-game menu music
//#undef MM_MENU_SOUND_CMD
//#define MM_MENU_SOUND_CMD "music tdm_mainmenu_background_music;"

// Uncomment this to override the default in-game menu music
//#undef MM_INGAME_MENU_SOUND_CMD
//#define MM_INGAME_MENU_SOUND_CMD "music tdm_objectives;"

// Uncomment this to override the default non-video briefing sound
//#undef MM_BRIEFING_SOUND_CMD
//#define MM_BRIEFING_SOUND_CMD "music tdm_objectives;"

// Uncomment this to override the default credits music
//#undef MM_CREDITS_SOUND_CMD
//#define MM_CREDITS_SOUND_CMD "music deviginti02;"

// Uncomment this to override the default mission success sound
//#undef MM_MISSION_SUCCESS_SOUND_CMD
//#define MM_MISSION_SUCCESS_SOUND_CMD "music mission_complete;"

 

 

 

Rename your ROQ to "briefing.roq" and place that in a folder in your FM folder called "video".

 

Now the only thing you have to change is the milliseconds of the video (I'm sure Crowind could help you out there if you need help) and search in that guis file for "#define MM_BRIEFING_VIDEO_LENGTH_1 139000" and then change that "139000" number to whatever the ms for your video is.

 

Now you need to add in the audio file. Just export the audio track of the briefing video as an OGG and call it "briefing_video.ogg" now place that file in your "basefmfolder\sound\video"

 

The last step to this is creating a simple material file. Create "briefing.mtr" in "basefmfolder\materials\" and place the following inside it:

video/briefing
{
	 qer_editorimage textures/editor/video
	 {
		  videoMap video/briefing.roq
		  
	 }
}

I hope this helps, but that should be everything you need to get it working. If you need any further clarification just open up any mission i've released as they all have briefing videos and reverse engineer that :)

Edited by Goldwell

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You're a legend Goldwell. Thanks mate. Question. Why can't you just add the audio to the video file? Does .roq not play audio? So good, I've been trying to work

this out, today so perfect timing. :)


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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You're a legend Goldwell. Thanks mate. Question. Why can't you just add the audio to the video file? Does .roq not play audio? So good, I've been trying to work

this out, today so perfect timing. :)

 

I'm not too sure why but when I tried to keep the ROQ audio in the video file it was just mute. Taking an educated guess i'd say maybe the engine can't read audio from ROQ's only video which is why it needs to be it's own separate ogg track.. but that's just a stab in the dark.

 

For a while there has been some proper codec implementation mentioned (like AVI, MP4 sort of codecs) but I don't think any programmers have taken that on board sadly so for now we're stuck with ROQ's.

Edited by Goldwell

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Question: is there functionality for FM outro videos reserved for the end or mid-play (as in videos that play in a specific location once the player reaches it)? Does the engine have that function as it was possible in T:DS?

I am aware of the in-engine supported cutscenes that NHAT and Somewhere above the city had.

Edited by Anderson

"I really perceive that vanity about which most men merely prate — the vanity of the human or temporal life. I live continually in a reverie of the future. I have no faith in human perfectibility. I think that human exertion will have no appreciable effect upon humanity. Man is now only more active — not more happy — nor more wise, than he was 6000 years ago. The result will never vary — and to suppose that it will, is to suppose that the foregone man has lived in vain — that the foregone time is but the rudiment of the future — that the myriads who have perished have not been upon equal footing with ourselves — nor are we with our posterity. I cannot agree to lose sight of man the individual, in man the mass."...

- 2 July 1844 letter to James Russell Lowell from Edgar Allan Poe.

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