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Springheel

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Springheel last won the day on May 27

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About Springheel

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    Creative Director (retired)
  • Birthday 02/17/1972

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  1. Hmm, for some reason, while the texture files is present, the material entry seems to be missing from 2.08. Maybe it was just never uploaded? Not sure, but I've added it now.
  2. No, the texture file is there. The problem is that skin files should reference material entries, not texture files. To correct it, replace "textures/darkmod/stone/flat/smooth_marble_white01" in the skin with "textures/darkmod/stone/flat/smooth/marble_white01". That should fix it. The redwood issue seems to be a problem with something missing. I'm pretty sure the redwood texture was uploaded for 2.07, as it is used in all the interior mansion models. I'll have to look into it. Perhaps someone else can confirm whether they see it or not.
  3. There must be something missing, because it works fine for me. You say you don't see dark_redwood in the media list?
  4. Hold on. "textures/darkmod/stone/flat/smooth_marble_white01" is the actual name of the diffuse texture file. The material shader name is "textures/darkmod/stone/flat/smooth/marble_white01" The skin should be pointing to the material shader, not the file. That's the problem there. Again, I see nothing wrong with the material shader. And the skin seems to be correct too. I just tried it in game and it worked fine. Why are the books black in yours?
  5. Well, it's not the model or the skin. Any console warnings about missing textures?
  6. Try putting the textures/darkmod/stone/flat/smooth_marble_white01 texture on a brush and see if you have the same effect. That would help rule out the skin file or missing texture as the problem.
  7. I don't see anything obviously wrong with the textures/darkmod/stone/flat/smooth_marble_white01 or white_shiny materials. Neither use an additive stage. Both textures have been around for a decade, so I would assume this is more likely to be a local issue, especially given that it also happened on a bookshelf, which don't traditionally use additive stages either.
  8. Penalties are applied to something. I don't see how that fits.
  9. Those who say it is important are never able to show evidence that it is important, however. The only reason to use caulk is for personal viewing preference, as grayman described.
  10. The dialogue and soundshaders already exist for short, random exchanges between AI using certain vocal sets. From memory, the Commander, Average Jack, Moor, Maiden and Cynic have them...maybe more I forgot. The exchanges use random phrases that follow the pattern: 1. convo_question, 2. convo_response, 3. convo_close. So you might get the following exchange: AI 1: "What did you think of that new recipe tonight?" AI2: "Could have been better." AI 3: "You would say that." The two AI sitting in the tavern in A New Job use this system (after they play their initial triggered conversation). edit: Oh, here it is. Not as thorough as I thought: https://wiki.thedarkmod.com/index.php?title=Random_Conversations
  11. Yes, I have set this up for several of the more recent vocal sets. I know I posted a tutorial on it, but I can't remember where atm.
  12. Uploaded a fix to SVN.
  13. That's a weird one. It looks like the spine joint is rotated the wrong way. Does this happen with all AI? Does it happen when you play other maps?
  14. I'd have to relearn how guis work to even guess at what's causing it.
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