Jump to content
The Dark Mod Forums

Oscar's little big problems.


Oszkár Winkler
 Share

Recommended Posts

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?.

Link to comment
Share on other sites

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

Link to comment
Share on other sites

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 Probably just an outdated entity or something.

Link to comment
Share on other sites

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"

 

}

Link to comment
Share on other sites

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.

  • Like 2
Link to comment
Share on other sites

  • 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.

Link to comment
Share on other sites

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

Link to comment
Share on other sites

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.

Link to comment
Share on other sites

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.

Link to comment
Share on other sites

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: ).
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.

 Share


  • Recent Status Updates

    • freyk

      Some years earlier i created some launchers for TDM. uploaded today some new sourcecode and executables on my github repo.
       
      · 0 replies
    • Epifire

      Say, I know it's been a while since the site got overhauled from the crash. But did we ever figure out if/how to get the recent topics & replies list back? It's not a total deal breaker but it was nice for becoming a thread creeper again...


      · 2 replies
    • Epifire

      Some of you who've been on the TDM discord know I was out of work last Winter, just putting in hrs for the developer portfolio. Currently I've been working a seasonal job to pay the bills and now I'm finally in my last week before I get bumped off. Things will be tight but I'm planning a long off period to make as much content as I can. Big plans in Unreal Engine as well as my most ambitious TDM collab yet! Never been so excited to be a stuck at home to pursue my life's work. With a lotta time and maybe some luck, I'm hoping to get enough art work done that I may start applying around to studios.
      · 4 replies
    • STiFU

      I finally got around to play Prey and I truly loved it. It is an incredible homage to System Shock and Deus Ex. While the gameplay is not en par with those two titles, the game makes up for that with its well written lore and story. The whole "world" just feells so authentic and it features a ton of really god environmental story-telling. Recommended for every immersive sim fan, i.e., everyone on this forum.
      · 2 replies
    • jaxa

      Alder Lake has arrived:
      https://forums.thedarkmod.com/index.php?/topic/18055-2016-cpugpu-news/page/15/&tab=comments#comment-466190
       
      · 0 replies
×
×
  • Create New...