Jump to content
The Dark Mod Forums

Signs


Goldchocobo

Recommended Posts

this method does not use the in darkradiant text/gui editor.

 

you need to use a custom func_static, a cube or other shape, one side that faces away from the sign painted with a fitted gui texture, the other five sides nodraw texture, you place the gui side the closest you can get to the sign without it touching, turn it to a func_static. add gui key to it link it to a gui file like this one.

 

windowDef Desktop

{

rect 0, 0, 640, 480

backcolor 0, 0, 0, 0.1

 

windowDef SignText

{

rect 20, 40, 600, 440

backcolor 0, 0, 0, 0

text "New Church"

font "fonts/stone"

textscale 2

textaligny 110

forecolor 0, 0, 0, 1

visible 1

}

 

}

Edited by stumpy
Link to comment
Share on other sites

If you replace the line...

 

text "New Church"

 

... with ...

 

gui::street

 

... then you can reuse the gui for every street sign.

 

All you need do to change the street name is assign a "street" key/value pair to each func_static with the street sign gui applied.

 

If you need an example I can do a quick mockup.

Edited by rich_is_bored
Link to comment
Share on other sites

A prefab would be useless without the custom gui to go with it.

 

Here's a mockup in pk4...

 

download

 

Just place the pk4 in the darkmod directory and type...

 

map guitest.map

 

... in the console.

 

I should mention that it seems you can't use any arbitrary key/value pair like I thought. It must be named gui_parmX where X is a number. In this case, since I only need 1 value I used gui_parm1.

Link to comment
Share on other sites

I have a sign request also...

 

would it possible to have some more hanging signs made up, as we are missing the useal T2 type.. they only have to have a image rather than test, like the ones already in TDM.

 

Magic store, General store, Grocery store, Weapons store, Shoe maker, Baker, Butcher (but we need some meat objects first).

Link to comment
Share on other sites

We certainly could use some more signs; I just haven't had the time to make any. It shouldn't be hard for people to take the existing three or four sign models and make skins for any new signs they want, however. Or just make a transparent decal with the text/image that you want and put it just in front of an empty sign model.

 

(On a nitpicky note, there are no such things as grocery stores in this time period; you'd buy most food from an outdoor market, like a modern farmer's market. You wouldn't find "magic stores" in the TDM setting either, as it is illegal to sell most kinds of magic. At best you'd have alchemy or apothecary shops with a few "special" items in the back for regular customers.)

Link to comment
Share on other sites

We certainly could use some more signs; I just haven't had the time to make any.

 

(On a nitpicky note, there are no such things as grocery stores in this time period; you'd buy most food from an outdoor market, like a modern farmer's market. You wouldn't find "magic stores" in the TDM setting either, as it is illegal to sell most kinds of magic. At best you'd have alchemy or apothecary shops with a few "special" items in the back for regular customers.)

 

  • Ok, whats the easiest way to make a skin or transparent decal?(or is it in the tutorial) and I assume I can just use the bind arg to attach it to the sign..?
  • How about a general store, that sells food and other bits and bobs..? (as I have one in my mission atm)

Link to comment
Share on other sites

Ok, whats the easiest way to make a skin or transparent decal?(or is it in the tutorial) and I assume I can just use the bind arg to attach it to the sign..?

 

You don't have to bind it, you just treat it like a decal (unless your sign is moving).

 

If you want to make a sign that says, "General Store" just use a graphics program to type it onto a transparent background, then save it as a .tga. Or you could search for a suitable image and use that (the background still needs to be made transparent).

 

I'm at work, so I can't recall exactly what the best example would be, but I think if you look at the decals_vegetation.mtr file, you could copy one of those material shaders and just point to your image (and rename the shader, of course).

 

Then you just make a patch in front of the sign model and texture it with that decal.

 

Another option (for text) is to use a gui sign as described above. I actually uploaded a sign model with a gui panel built into it...it should be in the last update.

 

How about a general store, that sells food and other bits and bobs..?

 

Yes, pawn shops and "curio" shops would have been common, selling a little bit of everything (they're also great fronts for underground goods). Probably nothing wrong with selling dried food or grains or spices at the same time. Most food would spoil too quickly to sit around waiting for a buyer, however. "One stop shopping" is kind of a modern concept.

Link to comment
Share on other sites

Dark Radiant will also show you the shader and the file it's in for any given model.

Link to comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

  • Recent Status Updates

    • The Black Arrow

      Hey @nbohr1morehow come the zombies in The Dark Mod don't have a "resurrection" mechanic to it, similar to how Thief has it?
      They're quite a weak creature as of right now, it's merely a walking corpse that slashes you, making attacking them to kill them an actual strategy.
      Would be better if they had some cool mechanism to it that truly makes them a danger, such as the resurrection idea itself.
      · 2 replies
    • Ansome

      Query: when was the last time a zombie in a video game was unnerving or scary to you? I'm chipping away at my anniversary submission and I've been trying to gather opinions on the subject. I'm perfectly capable of lighting them well, changing their sfx, and creating effective ambience, but I'm worried that zombies at their core are just too overdone to be an effective payoff to the tension I'm creating.
      · 4 replies
    • nbohr1more

      The Lieutenant 3 is out! Congrats Frost_Salamander! ( raising awareness )
      · 2 replies
    • OrbWeaver

      Has anyone had any luck with textures from Polyhaven? Their OpenEXR normal maps seem too washed out and give incorrect shading in the engine.
      · 5 replies
    • datiswous

      I tried to upscale the TDM logo video. First try:

      briefing_video.mp4 You can test it ingame by making a copy of the core tdm_gui.mtr and place it in your-tdm-root/materials/ , then edit line 249 of that file into the location where you placed the new briefing.mp4 file.
      What I did was I extracted all the image files, then used Upscayl to upscale the images using General photo (Real-Esrgan) upscale setting and then turn it back into a video.
      I might have to crop it a bit, the logo looks smaller on screen (or maybe it's actually better this way?). My video editor turned it into a 16:9 video, which I think overal looks better than 1:1 video of original.
      · 1 reply
×
×
  • Create New...