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Transparent AI


Destined

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Apparently the testalpha overrides the "translucent" spawnarg. Maybe, because they both manipulate the alpha channel... After I removed these sections the hair materials got translucent :) So here are two pictures with samples of skins and heads:

 

https://www.dropbox.com/s/31eriteoy7zdzi7/Ghost-Skins.jpg?dl=0

https://www.dropbox.com/s/l8apwvgmj6oxvpy/Ghost-Heads.jpg?dl=0

 

Sadly, many skins look very similar, since there are only small changes and these are even more difficult to notice with the transparency. Sorry, for the bad qualitiy of the pictures.

 

Their acuity is also at 0 right now, but they still seem to get splash-damage from fire arrows. If I get rid of these issues and am done with the voice over, they should be finished.

Edited by Destined
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When I have the last issues figured out and the voice over done, I wanted to move on to females and guards. But I am still not sure, how I want to design fighting ghosts. For my WIP, they will have a different purpose: I want a ghost that has a range attack, that teleports the player on hit. Will be a challenge in itself...

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I am currently trying to get my ghosts to not recieve any damage. They are non-solid, so arrows, blackjack and swords cannot hit them. The problem is splash-damage from the fire arrows. I have set the damage_scale on each zone to "0" and I tried the noDamage spawnarg, but it did not do anything. Can anyone help me, how this spawnarg works? I tried setting it to "1", but it is no 0/1 spawnarg, but a text based one. So I tried to insert the damage type, but this does not work either. So I assume I have to insert something else, but I don't know what...

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  • 2 weeks later...

Is it possible to make a revenant with armor, attire and sword visible but bones completely invisible / 100% transparent?

 

I know is possible, is fairly easy or difficult?

Edited by Deadlove
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In general it is not very difficult. You can just create a skin file with a texture/common/nodraw for the mesh of the bones.

I just had a quick look: The revenant has only a few meshes, so it might be, that the bones are not seperate from the armor. I will have a look at it this evening and can write the skin file for you, if the bones are seperate. If not, we might think of something else.

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You could just take the actual texture files are make the bone parts transparent.

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I had a closer look at the model files of the revenant. It consists of three parts: rev_bottom including the cuirass and the the boots, rev_top including the red mantle and parts of the legs as well as the bones, and the last part including the chains. So, to only remove the bones, you actually have to change the texture files, as Springheel stated this afternoon. I myself am not really sure how to do it, since I have never rworked with the texture files in a graphics program :-( and I am not sure, which part of them acutally are the bones. But I played around a bit and if you just make the rev_top part invisible you get a floating cuirass with boots and a sword, that is wielded by chains as they curl around the sword arm in the original model, which also looks quite nice. But I am afraid, this is as much as I can do. If you want to, I can send you this skin file at least...

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This is how it looks like with the red skull and the flaming skull:

 

https://www.dropbox.com/s/x0ksjvu3bix7xcs/Revenant_nobones.jpg?dl=0

https://www.dropbox.com/s/5yvo72dwecm7z3k/Revenant_nobones_flaming.jpg?dl=0

 

In case of the latter the shadow is a mess and would have to be turned off (should be possible via the spawnarg "noshadows").

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I am not sure, what you mean. Do you want an invisible head or a transparent head? I could also try a chaincoif without a head (e.g. the "atdm:ai_head03_guard_chaincoif" and nodraw the face). I would suggest, you check different heads (spawnarg "derf_head"), if you find one you like in the exisiting ones and if not, you can write again, how you would change an existing one. There is also a ghostly blue, transparent skeleton head (atdm:ai_head_rev_spirit). The selection is actually already quite big, but it is always good to increase it :)

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Invisible head.

 

A chaincoif with no face would be great too.

 

The more assets available, the better.

 

The red skeleton head is also very nice. Good imagination there Destined!

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  • 2 weeks later...

So, after quite some time I finally found some time again, to work on the head. The invisible head is no real problem. It is just a nodraw on all parts of the head. The empty chaincoif, sadly, did not work. Somewhere here, the game cannot find a joint it needs for the head. I could not figure out, where, though. So here is the result for the revenant with no bones and the invisible head:

 

https://www.dropbox.com/s/3tgbzzxgn2xudod/Revenant_nobones_invisible_head.jpg?dl=0

 

And here are the files needed: first the skin-file containing the new skins (I called it "tdm_ai_revenant_nobones.skin"):

 

 

skin spirits/tdm_revenant_nobones {
model models/md5/chars/undead/revenant/rev_model.md5mesh
model darkmod_revenant_model

models/chars/undead/revenant/rev_top textures/common/nodraw

}

skin heads/head_refenant_chaincoif_noface
{
model models/md5/chars/guards/citywatch/citywatch_head.md5mesh

models/md5/chars/thief/leather textures/common/nodraw
models/md5/chars/chainmail_new models/md5/chars/chainmail_new_shadowcasting
models/md5/chars/guards/citywatch/citywatch_helmet textures/common/nodraw
models/md5/chars/guards/citywatch/citywatchhead textures/common/nodraw
tdm_teeth textures/common/nodraw
tdm_character_tongue textures/common/nodraw
textures/common/shadow textures/common/nodraw
}

skin heads/head_refenant_invisible
{
model models/md5/chars/undead/revenant/revenant_head.md5mesh

models/chars/undead/revenant/rev_top textures/common/nodraw
textures/common/shadow textures/common/nodraw
}

 

 

 

And the def files for the head(s). I included the chaincoif, maybe it works in your case or you can figure out, which joint is missing ("tdm_ai_undead_revenant_nobones_heads.def"):

 

 

model head_revenant {

inherit head_model_base
mesh models/md5/chars/undead/revenant/revenant_head.md5mesh

}

entityDef atdm:ai_head_revenant_invisible
{
"inherit" "atdm:ai_head_base"
"model" "head_revenant"
"skin" "heads/head_refenant_invisible"

//immune to flashbombs
"sr_state_2" "0"
"sr_state_3" "0"

"ko_alert_immune_state" "5" //cannot be KO'd when in Combat

}


entityDef atdm:ai_head_revenant_chaincoif
{
"inherit" "atdm:ai_head_base"
"model" "models/md5/chars/guards/citywatch/citywatch_head.md5mesh"
"skin" "heads/head_refenant_chaincoif_noface"

//immune to flashbombs
"sr_state_2" "0"
"sr_state_3" "0"

"ko_alert_immune_state" "5" //cannot be KO'd when in Combat

}

 

 

If it doesn't work, just write to me and I will try to figure it out :)

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What about a visible crown on the invisible hwad? Not sure stick TDM crown nodeks, find like, no head coverage.

 

Possible? Way to find color so good crown looks more rusted oelr chains on the color of the armor itself.

 

Make sense to you this method? Very fast.

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If there is a crown model available in TDM, you can simply use the "def_attach" spawnarg. See the Wiki-article:

 

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

 

Otherwise you would need to create a crown model first, and this is beyond my capability. Reskinning an existing model for a more worn look, would most likely need some Photoshop work and this also surpasses my knowledge. But maybe some of the people with more experience regarding textures could help? But first check if there is a crown already existing (I would be surprised, if there isn't) and try attaching that. Then we can worry about the rest.

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