Jump to content
The Dark Mod Forums

Sotha's Hanging ragdolls: texture issues


Bikerdude

Recommended Posts

Evening Sotha

 

The hanging ragdol - "model/ai_hanged_female_rogue", has some texture corruption and you can see see the old ponytail when you select a different head. In this case the head is "head_wench"

 

Any change you could fix it as its being used in PD2.

 

thanks mista.

 

b.

Link to comment
Share on other sites

Im using the hanged rogue model -

 

model ai_hanged_proguard {
inherit tdm_ai_proguard
mesh			models/md5/chars/guards/proguard/tdm_ai_proguard.md5mesh //change this to change dead AI type

anim hanged_dead				   models/md5/chars/guards/proguard/animation_hanged_dead.md5anim
{
  no_random_headturning
  prevent_idle_override
frame 1  call overrideLegs
 frame 1		 disableWalkIK
}

anim hanged_dead_handsback				   models/md5/chars/guards/proguard/animation_hanged_dead_handsback.md5anim
{
  no_random_headturning
  prevent_idle_override
frame 1  call overrideLegs
 frame 1		 disableWalkIK
}

}
model ai_hanged_wench {
inherit tdm_ai_proguard
mesh			models/md5/chars/townsfolk/wench/tdm_ai_wench.md5mesh //change this to change dead AI type

anim hanged_dead				   models/md5/chars/guards/proguard/animation_hanged_dead.md5anim
{
  no_random_headturning
  prevent_idle_override
frame 1  call overrideLegs
 frame 1		 disableWalkIK
}

 anim hanged_dead_handsback				   models/md5/chars/guards/proguard/animation_hanged_dead_handsback.md5anim
{
  no_random_headturning
  prevent_idle_override
frame 1  call overrideLegs
 frame 1		 disableWalkIK
}


}
model ai_hanged_female_rogue {
inherit tdm_ai_proguard
mesh			models/md5/chars/guards/female_rogue/tdm_ai_female_rogue.md5mesh //change this to change dead AI type

anim hanged_dead				   models/md5/chars/guards/proguard/animation_hanged_dead.md5anim
{
  no_random_headturning
  prevent_idle_override
frame 1  call overrideLegs
 frame 1		 disableWalkIK
}

 anim hanged_dead_handsback				   models/md5/chars/guards/proguard/animation_hanged_dead_handsback.md5anim
{
  no_random_headturning
  prevent_idle_override
frame 1  call overrideLegs
 frame 1		 disableWalkIK
}
}
model ai_hanged_beggar {
inherit tdm_ai_proguard
mesh			models/md5/chars/townsfolk/beggar/tdm_ai_beggar_new.md5mesh //change this to change dead AI type

anim hanged_dead				   models/md5/chars/guards/proguard/animation_hanged_dead.md5anim
{
  no_random_headturning
  prevent_idle_override
frame 1  call overrideLegs
 frame 1		 disableWalkIK
}

 anim hanged_dead_handsback				   models/md5/chars/guards/proguard/animation_hanged_dead_handsback.md5anim
{
  no_random_headturning
  prevent_idle_override
frame 1  call overrideLegs
 frame 1		 disableWalkIK
}

}
model ai_hanged_priest {
inherit tdm_ai_proguard
mesh			 models/md5/chars/builders/priest/builderpriestmesh.md5mesh //change this to change dead AI type

anim hanged_dead				   models/md5/chars/guards/proguard/animation_hanged_dead.md5anim
{
  no_random_headturning
  prevent_idle_override
frame 1  call overrideLegs
 frame 1		 disableWalkIK
}

 anim hanged_dead_handsback				   models/md5/chars/guards/proguard/animation_hanged_dead_handsback.md5anim
{
  no_random_headturning
  prevent_idle_override
frame 1  call overrideLegs
 frame 1		 disableWalkIK
}

}
model ai_hanged_zombie {
inherit tdm_ai_proguard
mesh			 models/md5/chars/undead/zombie/tdm_zombie01.md5mesh //change this to change dead AI type

anim hanged_dead				   models/md5/chars/guards/proguard/animation_hanged_dead.md5anim
{
  no_random_headturning
  prevent_idle_override
frame 1  call overrideLegs
 frame 1		 disableWalkIK
}

 anim hanged_dead_handsback				   models/md5/chars/guards/proguard/animation_hanged_dead_handsback.md5anim
{
  no_random_headturning
  prevent_idle_override
frame 1  call overrideLegs
 frame 1		 disableWalkIK
}

}

entityDef atdm:ambient_head
{
"editor_displayFolder" "AI/ambient"
"spawnclass" "idAnimated"
"model" "head_03"
"start_anim" "death"
}
entityDef atdm:ambient_citywatch
{
"editor_displayFolder" "AI/ambient"
"spawnclass" "idAnimated"
"model" "ai_hanged_proguard"
"start_anim" "hanged_dead"
}

Link to comment
Share on other sites

Yes, it is using the old mesh.

Check the stock tdm wench def. Look where the "mesh" spawnarg points and replace the ai_hanged_wench mesh sentence with the one that is in the stock wench .

 

You might need to change skin too.

Clipper

-The mapper's best friend.

Link to comment
Share on other sites

@Sotha, could you do the honours? as I am upto my eyes in other bug fixing..

 

model ai_hanged_wench {
inherit tdm_ai_proguard
				 mesh    models/md5/chars/townsfolk/wench/tdm_ai_wench_new.md5mesh //change this to change dead AI type

anim hanged_dead				   models/md5/chars/guards/proguard/animation_hanged_dead.md5anim
   {
  no_random_headturning
  prevent_idle_override
frame 1  call overrideLegs
 frame 1		 disableWalkIK
   }

 anim hanged_dead_handsback				   models/md5/chars/guards/proguard/animation_hanged_dead_handsback.md5anim
   {
  no_random_headturning
  prevent_idle_override
frame 1  call overrideLegs
 frame 1		 disableWalkIK
   }


}

Clipper

-The mapper's best friend.

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

    • 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
    • nbohr1more

      Trying to be productive on my down-time before Capcom releases Akuma and my son is constantly on my PC playing Street Fighter...
      · 1 reply
    • OrbWeaver

      Finally got round to publishing a tutorial on baking normal maps in Blender, since most of the ones we have are inaccessible or years out of date.
      · 2 replies
    • nbohr1more

      The FAQ wiki is almost a proper FAQ now. Probably need to spin-off a bunch of the "remedies" for playing older TDM versions into their own article.
      · 1 reply
    • nbohr1more

      Was checking out old translation packs and decided to fire up TDM 1.07. Rightful Property with sub-20 FPS areas yay! ( same areas run at 180FPS with cranked eye candy on 2.12 )
      · 4 replies
×
×
  • Create New...