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Posts posted by ERH+
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It is done entirely by script, problem is that objects binded to handle are hidden/ removed with handle for some reason.
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I have nodraw atdm:froblock, atdm:mover_lock_handle with model. On start both lock and lockhandle are not frobable, and handle is hidden. What I want to do, is to make an object to become visible, move like lock_handle, but be removed (or hidden) when lock is opened.
But teleporting handle makes nothing happening, and attaching invisible func_static to handle makes BOTH handle and func_static invisible when func_static should be switched to visible. They turn visible if I use lockpick on them, but after I open lock, script not only remove func_static, but also a handle and any object binded to it. Help?
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I cant find proper values for negative vision. "vertexParm 0"=2 "vertexParm 1"=2 invert orange light into bluish, but it still not what I search for. How you get B&W inverted colours?
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Is it colour's inversion? Or can you do that? I would like a recipe for such unearthly filters. Also why I need two spheres on camera, not one? -
Speaking only about colours... From one side, knights needed additional shirt over armour in sunny days to not boil up, and black armour would be acceptable only in some northern regions to catch up sun heat. From other side black armour is a sign of black knights, people who both follow strict moral codex and breake it by practising ways of witchcraft. He is a knight's equivalent of anti-priest. But I love Warhammer 40K and such over the top visage is just one step from it.
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Can I find somewhere a camera movement script from this article? :
http://wiki.thedarkmod.com/index.php?title=Cutscenes_Part_2:_Splines_and_Camera_Movement
link to "snitch.zip" is dead.
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How can I control player movement, paralyse him for few seconds, then force him to move from a current position to specific point? Or even go to sleep/ wake up animation?
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I'm talking about kind of notepad in Objective Editor window. Just like you can make comments in code, you could make brief description of objectives functions and ingame objects related with them.
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There are several "days" in mission, and player have to do one thing or two, then go to bed in every objective.
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No, player have to do other thing, this other thing triggers bed's set_frobable and player may go to sleep. Bed entity triggers objective.
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So I have a repeatable trigger (player's character bed) and it should end several objectives by atdm:target_setobjective_state entities. But it looks like first frob on that trigger set ALL atdm:target_setobjective_state, even if assigned objectives are invisible AND need previous objectives to be fulfilled.
It looks like objective state is stored in atdm:target_setobjective_state and only waits for its objective to pop up -then it fulfil it imminently.
I could just put another atdm:target_addobjectives, but is there a way to make atdm:target_setobjective_state wait?
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I don't know if it is a good thread, but Objective Editor could have a big text window for comments: how things work, what and where should happen, etc.
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Is there any equivalent of Precursors in TDM universe, or can I use this name?
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Would it be less resource consuming if I make "shadow only texture" sculpture and cover it with 2D patch, than just painting sculpture with standard texture?
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Is there any way to get shaped shadows out of partially translucent texture, like grates or leaves?
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Patches, but in lowest grid their soft (green) vertices refuse to bend surface. To make a rounded shape I need to place several vertices manually.@ERH+: Did you build the helmet using brushes or patches? (It looks like brushes).
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This one will be less futuristic. Now it have its own collar so will fit any AI model. Sorry for poor light.
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That is a main problem with choosing aesthetics: it will either end with Big Daddy or Space Odyssey.
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Yes I'm doing a submarine mission, with trip to excavation site on sea bottom.
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This guy is a submarine crew in emergency breathing device. It looks to me a bit too much like doom stuff, what do you think?
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From other side, some TDS players complain that they don't even know doors were closed -too much automation is also not good. Depend on particular mission.
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Game mechanics remind Deadly Rooms of Death.
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Does anybody have problems with MD5 animation viewer? After playing a bigger number of animations it slows down, then DR crashes.
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I need an invisible skeleton, but it should still cast shadows. I have to make custom texture, or .skin file? I checked "A night to remember" for its invisible head and ghosts, but I still don't know how to edit/ what to copy.
Newbie DarkRadiant Questions
in TDM Editors Guild
Posted
How exactly looks "bind to" command?