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Springheel

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-- update priest texture

 

-- create alternate nobleman skin

 

-- try 'blend add' for underwater overlay.

Ok, that didn't work either. I officially give up on underwater overlays.

 

(For future reference, blend filter is the 'multiply' equivelant, and would work best for most grime decals)

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Sure. YOu just have to put a statement into the hud file for it.

 

Ok, I tried adding the following to the hud.gui, but no icon shows up:

 

windowDef Loot_icon

{

rect 514, 320, 50, 50

visible "gui::Inventory_LootVisible"

matcolor 1, 1, 1, .7

background "guis/assets/hud/inventory_icons/loot_icon.tga"

}

 

the "visible" line is the only one I'm unsure of--isn't that the correct way to make it show up when loot is selected in inventory?

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In which file did you put it? I put the loot info into loot.gui. The visible parameter is not needed, because the gui as a whole is switched on or off, depending on the parameter. No need to switch on individual objects, unless you would like to, because if the container is not visible, neither are it's childs.

 

If you look into loot.gui, you can see that only the Desktop container us visible set via the parameter, and all others are set to 1.

 

If it doesn't work, then upload the TGA to CVS and PM me about the path. The guis are bit fickle, and I usually have to play around with it, until it works (though I got a bit better lately :) ).

Gerhard

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Ok, I uploaded to CVS the loot.gui with the windowDef for the inventory icon. The icon is also on CVS now. The position of the icon needs to be tweaked, but until I can get it to show up I can't position it accurately.

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See if noblewoman is suitable for maid skin not really

 

Make mage skin for builder priest

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  • 3 weeks later...

-- alternate belcher skins

-- fix spider so it doesn't call humanoid def

 

-- test Ish's changes to carrying ragdolls

 

-- make second stage spyglass overlay

 

-- look at inventory icon updates

http://forums.thedarkmod.com/index.php?showtopic=3531&hl=

I don't think 2D images would necessarily appear static. Inventory icons could be any material, and materials can easily animate very well. You could have slowly rippling holy-water potions emitting a pulsating soft glow. Or a moss crystal from which occasional tufts of moss fall. Or a flashbomb with twirling gears or some such. Even with something as simple as a carrot, you could make it slowly sway with the greens lagging behind slightly. Think of rust-monkey animations and how those are 2D.
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Found this on D3W--see if it can be used to create scrolling entity in main menu.

 

Scrolling Text Fields

If you want to make a large block of text with a scrollbar to the side, you can use an editDef:

Code:

editDef main_pda_text

{

text "Put lots of text here."

rect 200 ,96 ,352 ,216 // size of entire field

foreColor 1, 1, 1, 1 // color of text

bordercolor 1, 1, 1, 1 // outline color for scroll bar?

textscale 0.25 // size of text

wrap 1 // the important one- if 0, field will not scroll

readonly 1 // Text cannot be edited by user? Haven't played with this.

}

 

 

These models are still on FTP untextured. Check to see if they have uvmaps.

post-9-1174738517_thumb.jpg

post-9-1174738529_thumb.jpg

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Townsfolk

 

accessories:

-- try to cut out hood from thief?

-- cap & feather

-- straw hat

 

limbs:

-- boot laces

-- arm laces

-- arm bracers

-- white silk arms/black legs

 

tunic:

-- with apron

-- with trim

-- with buttons

-- patchwork (?)

 

 

 

Models

-- use hay bale for bedroll

-- add standing torch

-- tiki torch for mage staff?

 

Hmm, might be useful for typing on maps?

 

Ok i just found this neat little thing Id put in for development purposes and im planning on using this but need a bit of help. This neat effect allows users to take notes while ingame. Now i have the code for it and from what ive gathered the gui is calling GUI:NOTE

 

And something about scrolling:

When I make an editdef to show emails it works fine. It has a scrollbar but I want the text to be BLACK.

http://www.doom3world.org/phpbb2/viewtopic...ghlight=pda+gui

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Implement Gil's gamma-standard window in mainmenu.gui

 

http://forums.thedarkmod.com/index.php?showtopic=5629

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animated flames:

 

http://www.doom3world.org/phpbb2/viewtopic...soidal+shearing

 

http://www.doom3world.org/phpbb2/viewtopic...hlight=animated

 

 

Material global keyword:

 

deform sprite

 

Causes any surface to which this material is applied to behave as a sprite in that it always faces the player.

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-- Sign skins

 

-- svn rename bush models

 

-- try adding gui texture to readable models

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-- find a more bold version of carelton for menus

-- statue models

 

-- images for multi-page readables

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Tasks related to purchase/difficulty menus:

-- Try to create a bold version of Carleton Can't be done.

 

-- See if fonts can be swapped using transition--if so, create 'highlight' font for mouseover Nope.

 

-- Add slider for Gamma properties

 

-- Bake highlight bars into parchment images?

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A few useful things for the menu:

 

shadow bool false Use a black drop-shadow when drawing the text

 

textalignx float 0 Offset the x value of the text relative to the window

 

shear vec2 0, 0 "shear" the rectangle, which turns it into a parallelogram. Range is 0 to 1 (can be used to fake italics)

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Take a break from AI models to try a few things:

 

-- apply dark glass texture to AI and see if it makes a decent 'shade' -- it's not spectacular, and has a big framerate hit

 

-- apply animated fire texture to AI and see if a humanoid fire elemental is feasible

 

-- what about creating a default 'stains' texture to apply as a filter blend to models? Might allow for dirty versions without any new textures needed--essentially decals for models.

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-- upload fixed chain lengths

-- test dram's candles

-- foobar'd spyglass image

-- add collision model to beds

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