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joebarnin

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Everything posted by joebarnin

  1. 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.
  2. This might be your best bet: https://wiki.thedarkmod.com/index.php?title=Startpack_Mappers'_Guide#Adding_an_In-game_Map_to_your_FM
  3. 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.
  4. Finished! Fun mission - nothing groundbreaking but a nice town to work my way through. Issues: Opinion:
  5. I'm enjoying the mission - nice to have a town to explore. I'm having trouble in the Eleazar Tower:
  6. Not intentional. Can you point me at specific stairs that are giving you trouble? Glad you're liking it otherwise!
  7. Wonderful mission! I love the geometry - great design. Good use of all three dimensions. I suck at scaling/jumping moves, so lots of reloads lol. But that's just me. Thank you - that was good fun!
  8. That's one way to put it. Another, more accurate way is "HOLY SHIT THAT LOOKS FANTASTIC!"
  9. Excellent! Thanks for reporting that in the first place. I love the way it creates another historical variation, so to speak.
  10. 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.
  11. 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?
  12. How embarrassing. Either I never knew that up-to-date missions won't show up, or I forgot. Sorry about that.
  13. 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.
  14. Thank you for catching that. I just fixed it.
  15. Version 3 is now available - read the top of this topic for details I promise they will be available by March 19, 2025.
  16. Glad you enjoyed it! As for your issues...
  17. If it's early on, at some point when you get to a dead end, look up!
  18. Glad you're liking the mission!
  19. 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?
  20. 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
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