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Posts posted by STRUNK
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Oh I got it, I was using shift MMB instead of ctrl MMB . Didn't even know ctrl MMB was a thing : D
Thanx a lot.- 1
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That's what I am doing, with mmb and in the same plane. I tried with a brush and a patch and with normalise but the texture on the patch stays streched and bend.
Is there an other video or something that explains how to do it? -
I'm trying to get the textures on patches right, but I can't get it to work.
Here's a part of @Obsttorte's video where he does what I can't get to work: https://youtu.be/GfBh6Lhox7o?t=3407
My texture stays streched and bend although I think I do exacly what is done in the video ... -
Loved it. Great alternative mission!
SpoilerWatched FenPhoenix video for a clue, seems he's as blind for obvious stuff as I am sometimes : D
After placing the coffin I waited for mother Rose (she could be screaming less .. ) but she was still mad at me. Only when I finished the mission she got peace. I expected that to happen when she got to the coffin at the grave but was pleasantly surprised that it did happen in the end scene.
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About the lock I don't know how to do that ...
For the func_beam, it is just a beem between the 2 func_beams, so if it has to stop where something is in between, you should have the receiving func_beam move to the position of the surface of what is in between somehow ...
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I guess you might try to mute the audio rather then stop it, so it will keep looping, just as the video does.
You can do this by stetting the spawnarg s_volume to -60 to mute, and 0 to unmute. I hope this can be done with a target_setkeyval.
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I didn't find a way to stop the video once it's started ...
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I have a whole thread on that, and I think the followong post is the most appropriate:
There is no sound with the video though ...
You could also download the mtr here:
https://forums.thedarkmod.com/applications/core/interface/file/attachment.php?id=17375
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You can set that as a (hidden) objective. You can choose Readable is opened, Readable is closed Or certain page of a readable is reached.
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I had sort of the same question about changing the size of AI models. This was the answer:
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But brushes can't be bend like patches .. right?
Althoug it looks nice, it was intended to be squared bars .. and it only does when exporting it as an .iwo :
Ok, found it; I can make a Simple Patch Mesh and make it the form I want, then thicken patch : )
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Ok, clear. But .. I wanted in the first place to have the square cylinders to look also square in game. How should I properly make a square "cylinder" patch, so I can bend it, that looks the same as a square brush? Something is different with how the texture looks ...
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When I make a square cylinder patch it looks square from the top but round from the side ingame. When I export it as an .ase it also looks like that, when I export it as .iwo it looks square, and the filesize is 10 times smaller. What is causing this?
Other question; I made a model where I put more pieces of these cylinders together because of complex curving, so the there are a lot of duplicate points (I guess). Does this make the model more complex for rendering, or doesn't it matter?
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Just have 2 computers : P Or maybe a virtual machine? Don't know how that works ...
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I liked it! The build itself isn't that great, but the story however is really good.
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1. Lightswitches and elevator buttons.
A push button has spawnarg: trigger_when_opened : 1 and the flip swiches have: trigger_when_opened : 1 and trigger_on_close : 1
For the push button you could set trigger_on_close to 0 so the swich seems to work normally, but it won't trigger. At the moment the power is restored you can trigger a target_setkeyval to set that value back to 1, so the buttons wil trigger from that moment. The target_set keval has to be triggered by something and should be targeting all buttons. The spawnarg to add in the target_setkeval should be: keyval : trigger_when_opened;1
If you want to use the 2 state flip swiches there is the problem that, if the player flipped one already it will work in reverse when the power is restored/the swiches start triggering.
What you could do is set it up as with the pushbutton but hide this button (texture nodraw), have the swich trigger the button, and set the swich spawnarg auto_close_time to 0. This way the swich wil get back to it's initial position when swiched and the player will also think something is wrong You now need an other target_setkeyval to set auto_close_time to -1 (don't auto close) when the power is restored.
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I think I saw a tutorial video where the ambient light was somehow not working as it should en I think the solution was to delete it and make it again.
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@Geep
Ok, I don't know what this trigger thing is you want, but I have a solution for s flawless swap : )
You should have one of them outside of the players view in a small space and call the following script with a callscriptfunction:
void change() { vector org1 =$guy1.getWorldOrigin(); org1_z = org1_z + 4; //Dunno if it's needed but it might prevent getting stuck in the floor) vector org2 =$guy2.getWorldOrigin(); org2_z = org2_z + 4; //Dunno if it's needed but it might prevent getting stuck in the floor) $guy1.setWorldOrigin(org2); $guy2.setWorldOrigin(org1); }
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I was trying this remove spawn, but at spawn, from a callscriptfunction, the game freezes for a few seconds ...
void change() { entity guy1 = sys.spawn("atdm:ai_builder_guard"); guy1.setWorldOrigin('-148 294 0.0218201'); }
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Aha .. in the s/r editor it says to set the name of the model, not the path, but that way it works indeed. Although if the new model should be an entity like loot, and not a static model the remove/spawn trick would do the trick : )
About the stim I didn't know but that's good to know also.
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One way to find out : P
You could also getName via a script after the spawn and setKey name that_name, or trigger from script so you are sure you can use the reference name (you setName after the remove/spawn) ... I guess.
Hidden Hands: The Anomaly
in Fan Missions
Posted
It looks very cool but I get between 4 and 10 fps with the settings I always use. Tried some other missions for comparison and they work fine. My settings are already on the low end ...