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Keys anywhere?


sparhawk

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The 'ornateness' of those keys is entirely in the texture. It's just alpha-mapped detail. You could easily make plain skins for it without changing the model.

 

Of course, having a simple model that just uses generic metal textures would be handy as well.

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I just uploaded one key model which is plain and generic.

 

padlocks.jpg

 

BTW, sparhawk - you were interested some time ago in that padlock being able to open and close for your lockpicking system. There are two separate pieces: padlock_square_base and padlock_square_lock, if you still need them.

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AH! Cool! :) I already thought I had to build it out of brushes for testing. I'm going to take a look at this to see if it looks ok with the current lockpicking. :)

 

 

That's the coolest thing about the editor I think, that things like this can actually be modeled and used. While probably not the best way to do alot of things it is just really cool.

 

The fancy keys I made might not do too well with a reskin. They each have a few skins and a rusty one could/probably should be made, but it should keep the same design. The outside shape of the key is VERY specific to that design and the inside is alpha mapped, I need to add shadow meshes too as the shadow currently looks like crap.

Dark is the sway that mows like a harvest

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  • 1 month later...

Adding shadows/fixing collision meshes for fancy keys.

 

Adding keys to .def file. I couldn't find entities anywhere, is everyone just adding props in editor?

 

So far I've got fancy and simple keys, 1 per model, skins can be picked in editor.

But they are just moveables right now, I suppose they should have inventory props? Currently they are in tdm_moveables.def

I'll try and add other keys but might as well know what props we want first.

Dark is the sway that mows like a harvest

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