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Arcturus

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Everything posted by Arcturus

  1. Them rotating chaotically is some quirk of the path-finding system.
  2. The moment they start running they turn into lemmings. You would have to make new walk animation for climbing with minimal forward motion. You can't make it too slow or they refuse to climb. In this example steps are 0.5 wide.
  3. The reason why NPC falls down when knocked out is because I used monster_clip texture on the elevator. It blocks alive NPCs but the moment they become rag dolls they fall through. However when you make an elevator out of monster_clip only, there's a weird glitch that I haven't noticed before: It can be mitigated however by using monster_clip and ik_clip together. Here a func_static with textures/common/ik_clip is bound to the elevator which has monster_clip. That way there are no weird glitches when NPC gets lifted, and when it gets knocked out it's no longer supported by the elevator. ik_clip blocks the player too unfortunately. Player can walk on it, but is prevented from jumping.
  4. The song was based on a short sample from:
  5. Elevators can be made quite narrow. I replaced main idle animation. There are several issues to tackle with with this approach. NPCs feel strong urge to turn while they are on the lift, one would have to force them to always face the same way. Force them to play only one selected animation while they are on the lift. Somehow solve the issue of calling and waiting for the elevator.
  6. I installed "Exhumed" and couldn't get the revenant to climb on the roof. There doesn't seem to be anything special about that ladder.
  7. Reminds me of this mechanic from the cancelled Half-Life 2 expansion.
  8. @Bikerdude There's a lot of missions I haven't played but I don't remember this ever being implemented. Animations aren't the biggest problem, I think.
  9. "path_anim" has those two properties: blend_in blend_out "path_cycleanim" has by default blend_in property. In both cases they don't seem to be doing anything. By changing values in tdm_ai_base.script one can change transitions from e.g. walk to run, but is there a way to control transitions between idle animations at all?
  10. @SeriousToni I remember, I remember. You might have given me an idea...
  11. @ERH+ That would be this?
  12. @chakkman In Polish noble guy says that it's too quiet so he should summon the minister.
  13. I enabled automatic translation to multiple languages on Youtube.
  14. This is what transition from run to walk looks like with current values. It's strange, because path corners are in the middle but he stops running pretty early.
  15. Updated with latest changes to old man's model.
  16. What do you mean? Do I use correct expressions, btw? I feel like Biff Tannen sometimes.
  17. Made some improvements to hands and fingers. Hopefully this is it.
  18. Specularmap in builder armor texture is commented out. Apparently it's been like that for a decade now. The change was added in Revision 14424 in 2015 by springheel with the message: campaign assets part 2. A lot of material files were changed all at once in that commit. I assume that specularmap was disabled by mistake.
  19. I went through .def files for NPCs and changed wherever "shifting" animations were used as replacement. I also added sounds to be played on certain frames where appropriate, so NPCs will make a bit more noise. Also builder guard will now use both walk animations.
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