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STRUNK

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Everything posted by STRUNK

  1. At the workshop I was fiddling around with "stacking" sliding doors on 3 axis and a rotator at the bottom, adding some random triggers and all on different speeds, a semi random movement occurs. The nice thing about this is that you can have your object to go around an object in the middle. https://streamable.com/v5udl9 Now I'm trying to put that into a script and I can get things moving already, but how could the movement be restricted? I think there are ways to detect when an entity touches an other entity, and when that occurs a change of direction can follow, but isn't that processor heavy? Other way could be to predefine the area by creating some sort of (alternative) monsterclip (to define no-go areas). But how to put that in a script?
  2. @demagogue @Geep I was looking at the flies particle effect but I'm thinking about something that could do do moths, bats, fireflies and other things. Some sort of func_mover kind of thing where you can bind a moth/bat/firefly to. Moth/bat could be a looping video on a transparent video screen ...
  3. I'm thinking about bats and moths flying around outside lights. not as a.i. but just a moving object/decoration. Is there already a way to handle 3d randomized movement within boundries?
  4. https://beeldbank.cultureelerfgoed.nl/rce-mediabank/?mode=gallery&view=horizontal&sort=random{1584794652242} asc&page=1&fq[]=search_s_collection:"Bouwkundige tekeningen"&reverse=0&filterAction
  5. @JackFarmer Thank you very much. I am glad to have helped with your great mission Jack : )
  6. Great mission. I love puzzly stuff. Atmosphere is great in all parts, but the Citadel is just amazing : )
  7. Took me 2 hours to complete at expert. Very nice little mission with lots of detail. Really enjoyable : )
  8. @JackFarmer .pfbx is not backwards compatible it seems. Did you try not making a prefab first, or ungrouping the prefab before exporting it as a model? Maybe you can fix the center problem that way ..
  9. @JackFarmer Did you try exporting as .ase ? I can't get the .pfbx (my prefabs have .pfb as extention btw) in my editor, but I can get the piping_1 after adding the extention .lwo manually. The center it gives is not the centre of the pipes, but the model seems ok at first look.
  10. @All Are there other people missing "dark_redwood" in textures/darkmod/wood/boards?
  11. @Springheel Thanx, it seems I'm starting to understand a bit what's happening : ) @krrg Do you have dark_redwood in your media browser, or only in the surface inspector, defined nowhere, when you have that bookcase in your map?
  12. @peter_spy @Springheel Ok, so this is a original skin for the cup: skin cup_marble_shiny { model models/darkmod/decorative/vases/cup_marble.ase model models/darkmod/decorative/vases/cup_stone_large.ase model models/darkmod/decorative/vases/cup_stone_small.ase textures/darkmod/stone/natural/dark_dirty textures/darkmod/stone/flat/smooth_marble_white01 textures/darkmod/stone/flat/rough_marble_light01 textures/darkmod/stone/flat/smooth_marble_white01 } textures/darkmod/stone/flat/smooth_marble_white01 here should point to the material/shader right? But there is no smooth_marble_white01 in the media browser, however there is a image file in that location in tdm_textures_stone_flat01.pk4 named "smooth_marble_white01_ed.jpg" (but not smooth_marble_white01.* (dunno what extention that should be)). textures/darkmod/stone/flat/smooth/marble_white01 does exist in the media browser and this is it's shader definition: Where the diffusemap is textures/darkmod/stone/flat/smooth_marble_white01 So I think this diffusemap is missing in tdm_textures_stone_flat01.pk4 AND the skin is pointing to a none existing material/shader ... is this right or am I missing something? In case of the glowing bookcase it seems krrg and I are just missing a material/shader, or do you perhaps do have this "textures/darkmod/stone/flat/smooth_marble_white01" in the media browser and are we just missing an other material/shader and therefore have this glowing cup? Trying to understand how this all works : )
  13. @Springheel Here is the tdm_boards.mtr that is in the materials folder in tdm_textures_base01.pk4 on my pc. I have 2.07 with the hotfix installed (and didn't install any version before that). Could you paste the shader definition of the dark_redwood here? tdm_wood_boards.mtr
  14. It's not here. I guess @krrg is missing it also.
  15. @Springheel In his screenshot there is no light (falling on the books) and the wood glows in the dark. It looks the same on my pc ingame. Here a picture with some light on it: https://i.ibb.co/wRchRpK/STRUNK-2020-05-27-15-43-35.jpg
  16. @krrg Again I can only select that texture in the surface inspector and not in the media browser ... so something seems to be messed up with that. The bookcase seems to be a bit transparent also, looking from the side ...
  17. @Springheel @krrg I have the same experience with that particular texture, it's lit up. This isn't a problem in a well lit area, but in a darker area it is. A lit up bookcase I have never seen btw. Btw textures/darkmod/stone/flat/smooth_marble_white01 is not to be found in the media browser, but you can select is as a shader in the surface inspector when you have this models/darkmod/decorative/vases/cup_marble.ase in the map. textures/darkmod/stone/flat/smooth/marble_white01, that is in the media browser, doesn't glow ...
  18. @krrg It's the material itself that glows. Somehow there is no real white marble that doesn't glow. The others that say white are all a bit dull in game. You might try to make other skins available for this model by copying tdm_models_decls01.pk4 > skins > tdm_decorative.skin , and paste it in the skins folder of your project. Look there for "skin cup_marble_shiny" Copy that, paste it and name it "skin cup_marble_white" , then you can change textures: skin cup_marble_shiny { model models/darkmod/decorative/vases/cup_marble.ase model models/darkmod/decorative/vases/cup_stone_large.ase model models/darkmod/decorative/vases/cup_stone_small.ase textures/darkmod/stone/natural/dark_dirty textures/darkmod/stone/flat/smooth_marble_white01 textures/darkmod/stone/flat/rough_marble_light01 textures/darkmod/stone/flat/smooth_marble_white01 } //this is the copy renamed and edited skin cup_marble_white { model models/darkmod/decorative/vases/cup_marble.ase //edit the second texture here textures/darkmod/stone/flat/rough_marble_light01 textures/darkmod/stone/flat/smooth/marble_white_001 } To make it easy, here is the tdm_decorative.skin file, including the part I changed, that you can put in your skins folder tdm_decorative.skin
  19. @Bienie I have not gotten into objectives yet, but might it be that you should have item_drop_1, item_drop_2 etc. for it to work? (Just a wild guess). If you can upload a map/test setup with the essential things for this puzzle I could take a look at it and try to understand what is going on. Otherwise you might ask @JackFarmer who has been making a lot of puzzles, and might now the answer.
  20. @Bienie In line 1222 I added "skin builder02_torn" and that seems to do the trick. I guess you have to do this for all the skins you want to use. Place the edited file "tdm_decorative_wall.skin" in your skins folder (or create one if you don't have it in your project). tdm_decorative_wall.skin Next bug plz : )
  21. @Bienie I tried it and with the default skin it works fine, though, if I use the skin you are using the same thing happens, it leaves a black rectangle. Looking further, there must be 2 skins: skin and skin_torn. So somewhere you have to add that _torn skin, that could be "portrait_in_armour_torn" fot it has the same frame. In the spawnargs there is "replace" that has to do with it, but it's the same with the working and non working skins .. so .. must be done somewhere in the skin defenition or something .. I'll go have a look if I can find something.
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