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Flanders

Campaign Dev
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Posts posted by Flanders

  1. I've never worked with the objective system really but one simple method to override anything in TDM is to package your own file to override an existing one. It should have the same path and name as the original one but inside your FM folder.

     

    A word of warning with this: if the structure or the name of the specific sound file changes in future versions of TDM this will not work anymore.

  2. For a texture to translate it needs the 'translate' keyword in its material file followed by a speed in the u and v direction that depends on a shaderparm.

    If you make a func_static with that texture on it you can give it a value for the shaderparm.

    So, you can trigger a script function that changes the value of the shaderparm.

     

    That would be one way to do it.

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  3. A lot of grandfather clocks have this (I can't imagine you never saw it before :D). The clocktower in the training mission has it too.

     

    So yes for the things you mention use a rotating texture with alpha channel. For sliding textures you can use a translating texture. For more generic image sequences you can use a video.

  4. If you have a street and you want the buildings of one side to cast a shadow on the buildings on the other side you can make a parallel light texture with the silhouettes of the buildings in it. That way you can have a no shadows light with nice soft silhouettes projected on the other buildings.

  5. @RJFerret

    You can edit this outside of the dark mod. Look in the darkmod/fms folder, open missions.tdminfo in a text editor. In there you can add "mission_completed_0" "1" to a mission you feel like you completed on easy, or "mission_completed_1" "1" for medium etc.

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  6. There are lots of missions already with custom guis, like in heart of lone salvation:

    at 2.37

    You dont have to bind some patch to a camera or something like that, the gui works on the screen. To circumvent the fading method: You can make a black full screen gui and change its transparancy over time. Teleporting and immobilizing the player was also done at the beginning and end of requiem.

  7. So I have this custom texture that has a black border but it should be transparent as in gimp it has an alpha layer. It turns out like this... I looked into the wiki but it only talks about making the whole thing transparent whereas I only want where the black is to be transparent.

     

     

     

    nULevBC.jpg

     

     

    Look at the material file of an existing texture that is partially transparent like the lace ones.

  8. Everything to do with the map is stored in c:\games\darkmods\fms\TheAccountant so thats my base directory.. whenever I refer to the texture I have tried "//fms/TheAccountant/textures/gold.tga" and also "//textures/gold.tga" but it just does not work :/

     

    Am I missing something here?

    Hold on, have you created a material file for your texture? You can't just point to a tga in your ase model.

  9. Second is a Blender related question so I had a friend create a model for me and when I import it into my map (place it into the models folder) it shows up in DR correctly minus the texture there seems to be no texture on it. He said he had to bake it or something in order to get it working but then when he does that it wont export to ASE and he has to export to an obj and mtr file. But I cannot figure out how to get these into the game.

     

    So what should I tell him when it comes to getting the texture onto the model? As I don't think you can do that in DR (but I could be wrong).

     

    Baking some shadow into your model is fine as long as you combine the AO greyscale map and your diffuse texture into one new diffuse texture with an image editor like photoshop, use an overlay effect like multiply. That's the easy way for models with a unique texture I'd say.

     

    Be more specific please: What exporter are you using? What do you see in DR? A 'shader not found' texture, a black model, nothing? What do you see in the game? What are the errors in the console that you get from it?

     

    You could first try your model with a (single) stock texture from the mod to see if it works, take it step by step...

  10. Anyone know where I can find "heat shimmer"? The effect that distorts things seen through it because of air motion? I'm finding nothing searching for "heat" and none of the "haze" effects I've tried match it, but I seem to recall having seen it in missions.

    The heathaze is in the tdm_base_01.pk4 under glprogs. It is a 'distortion effect' that you can use in a material file. Some glass textures in tdm_glass.mtr under tdm_textures_base01.pk4\materials\ use it. What is it you want to achieve?

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