

joebarnin
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Everything posted by joebarnin
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Apply a thin layer of nodrawsolid with your desired sound over the top. Another option: if there's a texture that you always want to have a custom sound, then modify the material definition and add or change the surface type. Example, if you want the "/darkmod/wood/boards/dark_redwood" texture to sound like stone, clone the default material definition to make a new one, and change it: textures/darkmod/wood/boards/dark_redwood_sounds_like_stone { stone diffusemap textures/darkmod/wood/boards/dark_redwood } If you use that texture it'll always sound like stone. No need for a nodrawsolid.
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This might be your best bet: https://wiki.thedarkmod.com/index.php?title=Startpack_Mappers'_Guide#Adding_an_In-game_Map_to_your_FM
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Ah, that explains it. The first time I went into the apartment I forgot to grab the necklace. So that objective wasn't complete. That's why I heard the message later.
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Thanks!
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Finished! Fun mission - nothing groundbreaking but a nice town to work my way through. Issues: Opinion:
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I'm enjoying the mission - nice to have a town to explore. I'm having trouble in the Eleazar Tower:
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Not intentional. Can you point me at specific stairs that are giving you trouble? Glad you're liking it otherwise!
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That's one way to put it. Another, more accurate way is "HOLY SHIT THAT LOOKS FANTASTIC!"
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Fan Mission: Now and Then by joebarnin (2020/09/08)
joebarnin replied to joebarnin's topic in Fan Missions
Excellent! Thanks for reporting that in the first place. I love the way it creates another historical variation, so to speak. -
Fan Mission: The Heart of Saint Mattis by joebarnin (2019/09/10)
joebarnin replied to joebarnin's topic in Fan Missions
Hmm. Try -
Fan Mission: The Heart of Saint Mattis by joebarnin (2019/09/10)
joebarnin replied to joebarnin's topic in Fan Missions
To leave you just need to -
Good idea. Why didn't I think of that? (To quote Hitchhikers Guide to the Galaxy, "I think my mind must be too highly trained" :) I did figure out a workaround. I took the decal texture file (.dds) and did an Color>Invert command in GIMP, so now it looks like this: With that file, I can play with the rendered color using a material definition like this: textures/darkmod/decals/dirt/dripping_grunge01_color { DECAL_MACRO noimpact { blend gl_zero,gl_one_minus_src_color map textures/darkmod/decals/dirt/dripping_grunge01_my red .8 green 0 blue .8 //colored } } That allows me to adjust the color via the material definition. How this works, has something to do with the options to the blend command - I still need to figure that out.
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I want to modify a decal to display as a different color. Example, dripping_grunge01 I'd like to clone the material definition and modify it so that the grunge is greenish. Here's the definition: textures/darkmod/decals/dirt/dripping_grunge01 { DECAL_MACRO noimpact { blend filter map textures/darkmod/decals/dirt/dripping_grunge01 } } I tried to figure the various options to the "blend" command, but my poor brain isn't capable. Using the color commands affects the transparent parts as well, which is not what I want. Is there a tutorial or some examples I can take a look at?
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How embarrassing. Either I never knew that up-to-date missions won't show up, or I forgot. Sorry about that.
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I just noticed that two of my missions now longer show up in the Mission Downloader. Now and Then The Heart of Saint Mattis They show up at https://www.thedarkmod.com/missions/, just not in the game itself. This is true for both 2.12 and 2.13. I first saw then when I tried out the new 2.13 feature of searching by Author, and only found 3 of my 5 missions.
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Fan Mission: Now and Then by joebarnin (2020/09/08)
joebarnin replied to joebarnin's topic in Fan Missions
Thank you for catching that. I just fixed it. -
Fan Mission: Now and Then by joebarnin (2020/09/08)
joebarnin replied to joebarnin's topic in Fan Missions
Version 3 is now available - read the top of this topic for details I promise they will be available by March 19, 2025. -
Glad you enjoyed it! As for your issues...
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If it's early on, at some point when you get to a dead end, look up!
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Glad you're liking the mission!
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I don't know of any "pure" way of doing this. But I think I've come up with a semi-kludgy way. Assumptions: path_cornerA points to path_cornerB (if guard) or path_cornerC (if thug). On the path_cornerA, target a atdm:target_callscriptfunction. This callscriptfunction object has the following spawnargs "foreach" "1" "call" "pathChoice" "target" "pathCornerA" path_cornerA also has two custom spawnargs: "guardPath" "pathCornerB" "thugPath" "patchCornerC" Write a script function, 'pathChoice': void pathChoice(entity ent_pathnode, entity ent_ai, entity ent_callscriptfunction) { if (ent_ai.getTeam() == 2) { sys.println("guard"); entity nextPathGuard = ent_pathnode.getEntityKey("guardPath"); sys.println("the next path is " + nextPathGuard.getName()); ent_ai.stopPatrol(); ent_ai.addTarget(nextPathGuard); ent_ai.restartPatrol(); } else if (ent_ai.getTeam() == 6) { sys.println("thug"); entity nextPathThug = ent_pathnode.getEntityKey("thugPath"); sys.println("the next path is " + nextPathThug.getName()); ent_ai.stopPatrol(); ent_ai.addTarget(nextPathThug); ent_ai.restartPatrol(); } } The script code determines whether the AI is a thug or a guard, and gets the appropriate custom spawnarg from the path_corner. You just need one pathChoice script. For each of the "decision" nodes, you need an atdm:target_callscriptfunction that targets back to the node. And the node needs the "guardPath" and "thugPath" spawnargs. Not perfect, but hopefully good enough?
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The mission was quite large, and I wanted to have checkpoints at the end of each "chapter". Just to keep people from losing too much if they forgot to save. Glad to see that it's probably fixed