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Make an existing model moveable: gargoyle_fetus_pose.ase


Bikerdude

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Afternoon

 

I have tried making the following model moveable -

 

- models/darkmod/decorative/statues/gargoyle_fetus_pose.ase

 

If I use the atdm:moveable_custom_item enity I get a collision related crash/error on map load, I then tried the old trick of using a different entity that has the origin in the same location and is roughly the same size. I dont understand why Im getting the collision error, as the model as a collision mesh.

 

- atdm:moveable_pot_small

 

but then I have the issue where the item dosent frob highlite.

 

Any idea's would be welcome.

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Hmm. I've not used the moveable_custom_item, but I've got the similar grabable_custom_item working before now. 2 things spring to mind:

 

- try adding a "clipmodel" spawnarg and choosing another model -- choose any model for an existing moveable of similar size, and see if that works. Then you know the problem is the cm for the gargoyle.

 

- try deleting your .cm file before dmapping. I've heard that dmap fails to overwrite it sometimes when you're messing with collidable objects.

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Ok that fixed it but the bloody model still isnt frob highlting, any idea's..?

 

Give the moveable a spawnarg of "frob_distance" set it to "10" and set the "frobable" spawnarg to "1"

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I'm treading into unfamiliar territory here, but recall something about the shader also needing to have a frob highlight stage, and not all models have that? Perhaps that pertains to here...

"The measure of a man's character is what he would do if he knew he never would be found out."

- Baron Thomas Babington Macauley

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I'm treading into unfamiliar territory here, but recall something about the shader also needing to have a frob highlight stage, and not all models have that? Perhaps that pertains to here...

 

That's true because whenever I create custom textures I usually add the following into the material file to ensure it highlights when in focus.

 

       // This is the code required for frob highlighting this texture
       {
               if ( parm11 > 0 )
               blend      gl_dst_color, gl_one
               map              _white.tga
               rgb              0.40 * parm11
       }
       {
               if ( parm11 > 0 )
               blend      add
               map              textures/other/Tudor_Window
               rgb              0.15 * parm11
       }

 

So I guess you would have to check if the textures used on that model have that code included in their material files.

 

According to the model viewer gargoyle_fetus_pose.ase uses two materials "bc_gargoyle" and "tdm_collision_stone" and just having a quick look at the material file for "bc_gargoyle" shows the following:

 

bc_gargoyle
{



qer_editorimage models/darkmod/props/textures/bc_gargoyle_ed
diffusemap models/darkmod/props/textures/bc_gargoyle
bumpmap models/darkmod/props/textures/bc_gargoyle_local

// TDM Ambient Method Related 
{ 
if (global5 == 1) 
blend add 
map models/darkmod/props/textures/bc_gargoyle 
scale 1, 1 
red global2 
green global3 
blue global4 
} 
{ 
if (global5 == 2) 
blend add 
program ambientEnvironment.vfp 
vertexParm 0 1, 1, 1, 1 // UV Scales for Diffuse and Bump 
vertexParm 1 1, 1, 1, 1 // (X,Y) UV Scale for specular 
vertexParm 2 global2, global3, global4, 1 

fragmentMap 0 cubeMap env/gen1 
fragmentMap 1 models/darkmod/props/textures/bc_gargoyle_local // Bump 
fragmentMap 2 models/darkmod/props/textures/bc_gargoyle // Diffuse 
fragmentMap 3 _black // Specular 
}


}

 

So unless i'm missing something the gargoyle model wont highlight with that material.. I guess you would have to somehow get the model to use a different texture which has the frob highlighting code included. That or there might be something else i'm missing here.

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