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Posts posted by grayman
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Alpha problem with models/darkmod/wearables/feather.lwo ...
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No takers, eh?
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Could one of you clever modelers make a feather duster that a maid could carry around with her?
It doesn't need to be so fluffy, just give the impression that feathers are there.
Thanks!
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Tested copying from DR session to DR session, and that worked ok.
Tested select by filter and that worked ok.
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12 hours ago, Dragofer said:
Anyone got experience with the path_talk entity? I'd like to use this instead of a conversation to get an AI to say a line, but neither the entity description nor the inherited properties suggest how to use the entity.
The path node wiki says this isn't implemented.
If you put one in your AI's path, you'll see this warning appear on the console when he reaches it:
Unknown path node classname 'path_talk'
Folks have created a simple conversation to cover this situation.
You can also use a trigger to start up a speaker saying the desired line, but one downside is that the AI's lips won't move, as they do in a conversation. If the player won't notice, go this route.
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3 hours ago, greebo said:
New pre2 build is available in the first post
Thanks. Will test in the morning.
EDIT: Tested, and it works now.
Thanks.
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This material doesn't show up in DR now:textures/nature/foliage/tree02_branchIt paints correctly in-game.
There's no *_ed file for this material, and I thought DR used the diffuse file if an ed file wasn't present.It worked okay in the previous version of DR.This appears to be a side-effect of dealing with the crash.
I tried upgrading to pre-2, but DR kept crashing when trying to open a map.
I ended up uninstalling DR, then installing pre-2, and the crashing stopped.
The material mentioned above also reappeared, so apparently there's no problem w/it.
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If you download the current WS1 mission in-game, you'll have everything inside the pk4. Though the original crashes occurred in my WIP folder for WS1, I've verified that the released pk4 also crashes.
Here's the DR log file.
EDIT: Hang on, that's more current than when the crash occurred. Getting crash version ...
EDIT2: Okay, log file updated.
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I tried to open my "In the North" map, but DR crashed.
You should be able to have the game download WS1: In the North to give you the mission bits.
The crash dump is here.
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4 hours ago, demagogue said:
That looks great to me, better than the previous two versions.
I think what grayman was getting at is we're supposed to elevate path_corners a little off the ground. At least that used to be the advice; it might be old advice now. But that's how I interpreted his comment. It might be the opposite now for all I know though.
Path_corners should sit on the ground
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Is the path_corner in the pathway sitting on the ground?
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Updating beta2 with a beta3 download ...
First part of the download went okay, but the 1Gb second part failed with this message:
"Initiating Download from http://tdmcdn.azureedge.net/beta208-03/tdm_ai_humanoid_guards01.pk4
Thread finished with error: Could not download from any mirror."EDIT: No problem with a clean install of beta3 to an empty folder.
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Normal movement when walking away, but when I turn back toward the video there's a brief pause.
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@Strunk,
Yes, that blend change cured the transparency of the image against a sky background.
Thanks.
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3 hours ago, STRUNK said:
No, but given the comments about performance drop-off with multiple videos, plus having gotten my owl to the point where he looks acceptable, I'm not going to do this.
After a couple hours working on the owl, I'm going to leave him as is and move on to other things.
Thanks for the help.
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16 minutes ago, STRUNK said:
Delete "blend gl_dst_alpha, gl_one" from the material file:
That works okay for the "lady in window" video because she has nothing behind her.
Any non-transparent video patch that has something behind it will paint the black areas of the image black, which doesn't work for the owl situation.
Can the video frames be painted with an alpha channel background, to get rid of the black, and be truly transparent for both transparent and non-transparent videos?
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So how do you set up a non-transparent video screen?
That would help with the owl.
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Also, with the owl video, when it's fitted 1x1 into the patch, there's a thin bright line along the top, which is solved by shifting the texture image up 2 units. This prolly then paints a thin bright line at the bottom of the patch, but if that can be hidden behind something, it's not a problem.
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Just now, Dragofer said:
Alright, how about doing it the old way with 'sort 101' in the material?
Already tried that.
No joy.
I have it set up that neither the transparency nor the ghosting is apparent, so I have something that works for me.
Others might have difficulties, though, depending on how they try to use this.
I think these transparent videos are fine for "effects" usage, like electrical charges, which are transparent anyway, but transparency looks bad with video images that are supposed to be solid.
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14 minutes ago, Dragofer said:
Good thing that 2.08 comes with the new drawSortOffset spawnarg to adjust the drawing priority of post-processed/transparent surfaces, without having to clone & edit the materials involved. The starting sort value for transparent materials is typically 100.
Changing the video patch to a func_static and applying the "drawSortOffset/101" spawnarg didn't improve the situation. The video is still transparent, and is reduced to a ghost image when the sky is behind it.
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The audio doesn't play for me, so I'll add a separate speaker with standard owl sound.
Also, when the video patch is placed in front of the sky, the entire patch is transparent, so the sky shows through and the owl becomes a ghost. I'll have to see if there's a way to force the video to change its order and paint over the sky.
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No, the owl sound.
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What is the clicking sound in the middle of the video?
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Fantastic!!
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Feather Duster Request
in Art Assets
Posted
Thanks!