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Posted

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?.

Posted

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

Posted

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

Posted

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"

 

}

  • 4 months later...
Posted

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.

Posted

Shouldn't there be blood decals that CAN be used in the DM folder anyway? These are great for dungeons, making the city look gritty and murder scenes.

"I believe that what doesn't kill you simply makes you... stranger"

 

The Joker

Posted

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

Posted
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.

Posted

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.

Posted

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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