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STRUNK

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Everything posted by STRUNK

  1. @Jedi_Wannabe Thanks! I'm working on the tiny fly now under a microscope : D But it will come together soon.
  2. Imagine a garden with fireflies sitting on stuff, when you come close they fly away into the dark. So I made a big firefly with wings and stuff and made it fly: FireFly Video Next is scaling it all down to fly size.
  3. Scripting the whole bat/moth seemed to be very difficult, so I made a simple script where a bat hunts after an object that moves by binding rotators and doors together: Although it takes some effort to implement in a map, the result is rather nice I think. It could, with some tweaking, also be used for other flying stuff ^^
  4. @AluminumHaste "bats move so fast you wouldn't be able to see any detail anyways". That is true. I made a new bat model, a bit bigger (can be scaled down ofc.), still very simple but without the glitches I got from modeling in DR in the smalest grid. Btw, the bat must be triggered one time before it starts hunting, so it could be lurking somewhere and fly out suddenly in front of you with a trigger multiple or something.
  5. In the following video you see a little white cube that's a func_rotating on the x axis, randomishly triggered by a trigger_timer to invert rotation. Bound to that is the red square plane, that's also a func_rotating, but on the z axis. Bound to that is the little blue cube, that's a sliding door (auto open auto close) named Target. Bat Mechanics The Bat itself is green in the video and is made up of two wing shaped atdm:mover_door's (auto open auto close) bound to a func_mover named Bat (the body of the bat). With 2 little scripts, activated once by atdm:target_callscriptfunction's, the Bat is following and turnig towards the Target: void MoveToTarget() { float min = 10; float max = 20; float rand = min + sys.random(max - min); $Bat.time (rand/30); $Bat.accelTime (0); $Bat.decelTime (0); $Bat.moveTo( $Target ); sys.wait (0.1); sys.trigger($ScriptMove); } void LookAtTarget() { vector direction=$Bat.getOrigin()-$Target.getWorldOrigin(); $Bat.setAngles(sys.VecToAngles(-direction)+'0 0 0'); sys.wait (0.1); sys.trigger($ScriptLook); } If anyone wants a bat flying around in their mission, just pm me for the model and stuff : )
  6. 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?
  7. @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 ...
  8. 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?
  9. 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
  10. @JackFarmer Thank you very much. I am glad to have helped with your great mission Jack : )
  11. Great mission. I love puzzly stuff. Atmosphere is great in all parts, but the Citadel is just amazing : )
  12. Took me 2 hours to complete at expert. Very nice little mission with lots of detail. Really enjoyable : )
  13. @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 ..
  14. @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.
  15. @All Are there other people missing "dark_redwood" in textures/darkmod/wood/boards?
  16. @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?
  17. @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 : )
  18. @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
  19. It's not here. I guess @krrg is missing it also.
  20. @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
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