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DeTeEff

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Everything posted by DeTeEff

  1. Hi! I'm doing the module approach with my current mission and I'm using shadowcaulk to seal of the individual locations from leaks/portalization etc. But at some random places, the light seeps through. I have encountered this before and then I used shadow brushes to try to cut of the light, but this doesn't seem as the ultimate solution When I seal with just some random wood texture I can seal of the light, but it feels wasteful of resources to use those textures inside walls... Do I just have to leave the caulk solution and use some "ordinary" textures or is there a workaround?
  2. Okay. I got it this far: I'll write a list so another noobs, like myself, can follow: 1. Create a custom.def in your def folder 2. insert this model CUSTOMNAME_tdm_ai_priest { inherit tdm_ai_proguard mesh models/md5/chars/builders/priest/builderpriestmesh.md5mesh channel torso ( *Spine_Dummy) channel legs ( origin Pelvis Pelvis2 *Hips) anim idle_eat_muffin models/md5/chars/guards/proguard/idle_eat02.md5anim //reaches out to table and eats food { no_random_headturning frame 1 object_call syncLegsWithTorso frame 21 attach atdm:moveable_food_muffin muffin hand_r frame 48 sound_voice tdm_crunch frame 125 sound_voice tdm_crunch frame 130 destroy muffin } } 3. Then add the spawnarg 'model' 'CUSTOMNAME_tdm_ai_priest' to your muffin eating man. 4. Target him to a path_anim with the spawnarg 'anim' 'idle_eat_muffin' You may need to restart DR/The game to make it reload definitions and god knows what...
  3. Hello! This will surely be seen as a silly, easy question, but I want to change the model that gets spawned when the AI eats stuff. I believe all the animations are stored in "tdm_ai_guard_proguard_devel.def" and here I have found the carrot animation and thought it would be easy to just exchange the carrot for ex a muffin but no, not so fast, DeTeEff. I guess I'll have to create some kind of def file for my FM but exactly what do I put there? Do I have to copy a whole AI definition and add the muffinanimation or can I just add the muffin somehow?
  4. Is it possible to mute all player grunts/sounds?
  5. Ooohhhhhh, it's twitching in the build intenstine, as we say in Sweden (or do we? :D) I'm quite eager to create something. But they're releasing new skaven models for Age of Sigmar 4 this summer... And I have a 2 year old... And work... And a girlfriend... And too little time... I will try to create something at least. If I run out of time, I'll run out of time; then I at least have built something that can be released after the contest... Count me in, with the caveat that I may pull out before deadline...!
  6. Glad you liked it! Yes, there are parts that aren't optimal but I redesigned the level quite heavily during betatest; when I entered beta, it was meant for the player to stalk the Sergeant from the mission beginning, but that meant that the player couldn't explore anything up to the bar (until you backtrack later that is) and the testers thought that was a missed opportunity which I totally agree with. So I moved him to the bar and made the stalking part not start before you reached the bar. I could have included an ingame map but because the map is quite linear and I didn't think players would get lost, I didn't prioritise that
  7. Tiniest question...how do I kill the player via script if $player1.kill(); doesn't work? I have tested and yes, the script fires as it should...
  8. I'm glad that some of us are coders and others' are designers. I'm sitting here in my room nodding and smiling
  9. Yes, you can use func_portals to control when to open/close portals through triggers/scripts, but this "fog occlusion" thing takes precedence over that, meaning that the portal shuts close as the fog gets to dense, ie you reach the number in the spawnarg shaderParm3 on the foglight.
  10. Ah, of course! Thanks for moving me into the right forum as well I
  11. Is it possible to add more vertexes to a NURBS spline curve? Standard is three, but I would like to litter my like a patch so I can curve it as I want without the need to splice them/glue several together...
  12. Yes, the only difference is that the fog doesn't interfere with the portals in any way.
  13. No, I'm always building with bends and vision breaking visuals in mind so the mission will not get bogged down. This "portal function" gives me more control over when and why a portal stays open as I would like it to, when there is sections where there is stuff beyond the portal that pops in, when using the auto closing function.
  14. Working Thanks
  15. Hmm, don't know if this is related to the dev build, but as I take damage, the screen slowly transitions to a green/blue psycodelic hue. Is this intentional?
  16. Yes, the portal stays open now, when I'm looking at it, as normal and as it "should" be which means all the stuff beyond it renders fine.
  17. Ahh, installed and noPortslFog didn't work...so I spelled it noPortalFog and we are up and running! Thanks boys
  18. Okay, I have run the TheDarkModx64.exe. and the screen is black. I hear the menu music though... Where do I put the glprogs?
  19. I must be an idiot, but I only get a .7x-file...is it packed or should I change the file type?
  20. Lovely I can see stgatilov rushing to this, hammering away with his magic How will this be implemented? A switch/spawnarg on the foglight itself that prohibit the fog from closing portals, or will it be possible to put it on a func_portal to prevent just that visportal to close. The fogclosing is nice in itself and absolutely not a useless feature. It's only bad when the portal closes and make things inside popping in and out of view.
  21. For the record, it seems that ordinary omnidirectional lights (with volumetric 1) doesn't get shut off by a fogclosing visportal... So perhaps I can get around this "bug" by replacing the projected light to a omnidirectional one...
  22. https://easyupload.io/zfv54v The map file vislight.map
  23. Three more pictues that show how the portals opens at angles (when you turn 45%) and the fog boundary (that grey field on the floor) hits the portal.
  24. I'm sorry I'm not getting it. This def/name_attach is nothing I'm good at. I only use it to attach some random pouch to some guard and thats stuff that is defined and tweaked to fit the belt for example. The light in my misison that misbehaves is a spotlight in the sky. I don't get how I could attach this to some func_static? I could just use the old method of patches and tubeformed moon rays, but that would defeat the purpose of these volumetrick cones.
  25. I have built a dummy map to illustrate the issue...Note how the boxes in the room ahead disappears as the portal closes...
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