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thebigh

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Posts posted by thebigh

  1. I ended up deleting and re-creating the problematic prop, and its material and skin entries. As far as I can tell I did everything the same as before, but now it mysteriously works. Well, mostly. The skin viewer in DR still won't preview the new skin, but it works in-game and that's good enough for me.

  2. It doesn't seem to matter what I name the materials. I can remove the path names and call them something more sensible like this:

     

    //   heir.mtr
    
    eyeball
    {
           
    	diffusemap	textures/darkmod/heir/eyeball_blue
    	
        //....
    }
    
    eyeball_brown
    {
    	   
    	diffusemap	textures/darkmod/heir/eyeball_brown
    
        //.....    
    }

    And then refer to the materials under those names in the skin file:

     

    // heir.skin
    
    skin eyeball_brown
    {
    	model models/darkmod/heir/eyeball.lwo
    
    	eyeball eyeball_brown
    }

    but it still refuses to substitute the second material for the first. I can select the skin, but that has no effect. The original material works fine, with the texture showing up correctly. I'm obviously overlooking something but not sure what.

  3. I'm having a bit of trouble getting skins to work. I've got the following in my skins file:

    skin eyeball_brown
    {
    	model "models/darkmod/heir/eyeball.lwo"
    
    	"models/darkmod/props/textures/eyeball_blue"    "models/darkmod/props/textures/eyeball_brown"
    }

    This skin shows up in the skin selector but it does not replace the former texture with the latter. All the files are where they're supposed to be.

     

    What am I doing wrong?

  4. On 3/19/2023 at 12:55 AM, Frost_Salamander said:

    I found that simply updating the ambient spawnargs on the location entity (via a script) worked fine

    How did you get this to work? I cannot get the sound to update by scripting this sort of thing:

    $location_room1.setSpawnArg( "ambient", "snd_somenewsound" );

    if location_room1 is a location_info entity and snd_somenewsound has been defined in the atdm:location_settings entity. It just goes back to playing the original sound when I go back into room1.

    • Like 1
  5. If you're not using a preset, a custom EFX setting read from the file looks something like this:

    eaxreverb "loc_streets_alcove_1" {
        density                    0.576
        diffusion                  0.633
        gain                       0.3162
        gainhf                     0.7655
        gainlf                     0.769
        decay_time                 1.79
        decay_hfratio              0.6267
        decay_lfratio              0.4433
        reflections_gain           0.4281
        reflections_delay          0.0167
        reflections_pan            0 0 0
        late_reverb_gain           0.9058
        late_reverb_delay          0.0133
        late_reverb_pan            0 0 0
        echo_time                  0.218
        echo_depth                 0.1
        modulation_time            0.25
        modulation_depth           0
        air_absorption_gainhf      0.9905
        hfreference                10364
        lfreference                192.2
        room_rolloff_factor        0
        decayhf_limit              1
    }

    where loc_streets_alcove_1 is the name of the atdm:location entity for that location. If you wanted to change such an EFX during play you would need another entry in the file, then refer to it by either changing the name of the location entity (BAD!) or exchanging one for another.

    • Like 1
  6. On 3/19/2023 at 12:55 AM, Frost_Salamander said:

    I found that simply updating the ambient spawnargs on the location entity (via a script) worked fine, although like you said you had to leave and come back into the room.

    True. However, if the EFX settings are read from a file I think you'd need to pull the switcheroo script trick because those are determined by the name of the atdm:location entity. I suspect that changing its name spawnarg during play would be asking for all sorts of trouble.

  7. 37 minutes ago, Heuli said:

    there is a mission where you have to press 3 books in a sequence then a picture frame opens and you can steal the picture if you have 3 books you use 3 keys or 4 keys in the mission must man in a tomb 4 stone slabs press sounds make then the coffin opens as. the mission is called I do not know

    That's "The Heart of St Mattis".

  8. 1 hour ago, SeriousToni said:

    Has there ever been a printer, regardless of the manufacturer, that worked right?

    Seriously, I can't remember a time in my life where I didn't have printer problems.

    I'm using a Brother J4440 that I'm reasonably happy with.

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