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Oscar's little big problems.


Oszkár Winkler

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I'm just guessing here:

  • Create darkmod - Ragdolls - atdm:env_ragdoll_builder_priest (note this is not in the Bodies folder.
  • The above does not seem to have a model; it just appears as a cube
  • Give it the spawnarg model with the value tdm_ai_builderpriest
  • That shows in DR but I don't know if it works OK in-game

Does that work?.

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If the priest is not near the player start then a workaround is to create a live priest then create at his feet:

 

darkmod - Playertools - atdm:playertools_mine

 

Nasty :D This could be done cleaner (and more silent) by adding some sort of script that simply kills the priest at map start.

 

Of course, not having an easy ragdoll for him is an oversight. Is this simply missing in our entity list?

"The reasonable man adapts himself to the world; the unreasonable one persists in trying to adapt the world to himself. Therefore, all progress depends on the unreasonable man." -- George Bernard Shaw (1856 - 1950)

 

"Remember: If the game lets you do it, it's not cheating." -- Xarax

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If you make a bugtracker entry and assign it to me I can look into this. Probably just an outdated entity or something.

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I've fixed it for 1.08, but you can use the following entity in the meantime:

 

entityDef atdm:[your name here]

{

"inherit" "atdm:env_ragdoll_humanoid_base_newskel"

"editor_usage" "Ragdoll for builder_priest"

 

"model" "tdm_ai_builderpriest"

 

"def_head" "atdm:ai_head_builder_priest"

 

}

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I think you didn't check other ragdolls.

 

I only checked what was reported.

 

Thanks for reporting the others...they're now fixed for 1.08.

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  • 4 months later...

You took the blood decals from darkmod folder. The ones from the darkmod folder are not visible in game.

You have to use the ones from the D3 assets. That has the downside that your mission will have difficulties with standalone TDM in the future.

 

However, should someone create almost identical D3 free blood decals which we could use, and they were included in darkmod, I think missions with D3 references could be converted with a simple find&replace script.

Clipper

-The mapper's best friend.

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However, should someone create almost identical D3 free blood decals which we could use, and they were included in darkmod, I think missions with D3 references could be converted with a simple find&replace script.

If someone did give the darkmod team more blood decals, we would use material shader name replacements. Every mission that ever used D3 blood splats would automatically use the replacements.

 

That said, could someone please make blood splat decals? ;)

yay seuss crease touss dome in ouss nose tair

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Every mission that ever used D3 blood splats would automatically use the replacements.

 

Which means the replacements would have to be quite similar to the originals in size, orientation, etc.

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Decals are just textures that have transparent sections. There's nothing special about making that actual image; the shader needs a few special keywords, but you can look at other decals and copy them.

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Decals are just textures that have transparent sections. There's nothing special about making that actual image; the shader needs a few special keywords, but you can look at other decals and copy them.

Cool. I'll try to have a play around with them when I have the time (and energy) (darn these warm muggy nights :angry: ).
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