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Posted

Cozy!

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My missions:           Stand-alone                                                      Duncan Lynch series                              

                                      Down and Out on Newford Road              the Factory Heist

                                The Wizard's Treasure                             A House Call

                                                                                                  The House of deLisle                                                                                                  

                              

Posted

Hey actually I found some posts a while from you with experiments where the documentation is missing. I wanted to ask about them, but you were inactive at the time. Maybe you can post some info about them as well. I will search for them.

Posted (edited)

StrMantleClock

Set including models, sound and a prefab.

This fabulous mantle clock keeps real track of time and starts at 3 on mapstart.
With it's rich and pleasant ticking sound it also ensures you that you can trust your greatest valuables, if they fit the extremely secure hidden compartment of this exquisite masterpiece.


StrMantleClock.thumb.jpg.3c8ef7ffd160479f7492bee135ff7d47.jpg

StrMantleClock.rar

Edited by STRUNK
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Posted
8 minutes ago, STRUNK said:

Set including models, sound and a prefab.

That looks pretty cool! I wonder if you can add more subdivisions on those clock patches to make a smoother circle. Also, I added a small clock ticking sound to SVN so that should show up in the next dev build

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Posted
1 minute ago, Amadeus said:

That looks pretty cool! I wonder if you can add more subdivisions on those clock patches to make a smoother circle. Also, I added a small clock ticking sound to SVN so that should show up in the next dev build

I thought that was rather fancy at that time : P
I would have to dig really deep to to find where I was making the clock before I made it a model. For now it is what it is I think, but you can use everything as you like ofcource : )
 

  • Like 1
Posted (edited)

StrCounterAndCabinet

Eight different models make up this simple but elegant counter and cabinet combo, a .pfb .pfbx is included for easy implementation. Keep in mind the drawer (sliding door) direction has to be changed for different orientation.

StrCounterAndCabinetClose.jpg.6a13f88e1a04841654c862b3379c0380.jpg

StrCounterAndCabinetOpen.jpg.1cdd0e23845a86f38a58d8e0dc4e1b81.jpg




 

StrCounterAndCabinet.rar

Edited by STRUNK
  • Thanks 1
Posted (edited)

StrPoltergeist

This is a custom trigger (trigger_poltergeist) to have stuff (movables) get (randomly) flung around with a spooky effect.
I included a .map file for easy exploration.

Put the whole StrPoltergeist folder in fms, select mission StrPoltergeist, open the console (ctrl+alt+~) and enter testmap StrPoltergeist. Hit the button to start the horror. Change "aim" to 1 to have everything flung at yourself for an extra horrific experience.

StrPoltergeist.thumb.jpg.103d20d68858b2591d321095d81e34a7.jpg
 

Spoiler

The model refused to pose for this picture ...

 

StrPoltergeist.rar

Edited by STRUNK
  • Like 1
  • Haha 1
Posted

Nice! I had an effect like this in one of my missions, but I controlled it with a script.

My missions:           Stand-alone                                                      Duncan Lynch series                              

                                      Down and Out on Newford Road              the Factory Heist

                                The Wizard's Treasure                             A House Call

                                                                                                  The House of deLisle                                                                                                  

                              

  • 3 weeks later...
Posted
4 hours ago, STRUNK said:

StrMagicLight (Needs "Bloom" "On" in the advanced Video menu)

In the dark days of winter we all need some light. With the new " Magic Candle"  and " Magic Torch" lightbulbs making light is not only very efficient but also very appealing.
In this set you not only get the new lightbulbs  with revolutionary spiral filament, you will also get three different wallmounts, a chandelier, an outdoor lamppost and a matching switch. It includes prefabs, entities, models, materials, skins and even the original worldspawn by loading the .map file in dark radiant.

Put the whole StrMagicLight folder in fms, select mission StrMagicLight, open the console (ctrl+alt+~) and enter testmap StrMagicLight to see them in action. (Beware of low fps because there are too many lights in the map, but you can switch them off.)

 
StrMagicLight(2024-12-0912-06-31)(129.62302_5768.25).thumb.jpg.6af7771771d2dece393342871e1a0a9b.jpg

 

  Reveal hidden contents

I tried to put everything in the appropriate folders, use proper names and have correct file setup, but I might have missed some things. Plz report if you find flaws.

 

StrMagicLight.rar 104.14 kB · 1 download

Damn, this standing light in the front and the first on the wall to the left would fit perfectly into mission 4 (the inventor`s facility) of HHBAM.

Anyways, thank you very much!

 

  • Like 1
Posted (edited)
19 hours ago, datiswous said:

I wonder if there is not another way to add this bloom effect on a per lamp basis, without having to enable bloom throughout.

As far as I understand the blooming effect only occurs (with bloom on) when the rgb values of a material exeed 1.  Before the implementation of bloom, rgb values were only effective between 0 and 1, so probably no missions should be effected by unwanted bloom effect.
 

Edited by STRUNK
Posted

I tested out the magic wall torch in my new project and I love it😍. Definitely keeping them. Even without bloom enabled they still look good, but certainly better with bloom. Also handy that the light properties are exposed so they are easy to adjust compared to the tdm torches.

  • Like 1
Posted
19 hours ago, grodenglaive said:

I tested out the magic wall torch in my new project and I love it😍. Definitely keeping them. Even without bloom enabled they still look good, but certainly better with bloom. Also handy that the light properties are exposed so they are easy to adjust compared to the tdm torches.

Thanx!
And feel free to customise or take any element of it to use for your project : )
 

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