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Newbie DarkRadiant Questions


demagogue

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Gracias. And thanks for the extra suggestion concerning func_static status. Should make things easier.

 

And since your response beat my edit...

 

Second question: are there staircase prefabs? I really don't want to try to build a staircase from scratch at this point - simple stuff is hard enough - and I'm trying to avoid only using ladders, but I'm not seeing anything in the default TDM prefabs that I can insert to circumvent that extra work.

Edited by Digi

"Fancy burricks are afraid of dogs, if they encounter each other the dog barks and the burricks poop." - Thief: Deadly Shadows Game Designer

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Bah, I hate using my goodwill tokens on easily-answered stuff. I'd been through the Architecture folder a few times, and apparently just overlooked the appropriate "Steps/Stairs" folder. I may still take a stab at my own; I'm not sure any of the prefabs match what I want. But if making my own frustrates me too much, it's a nice fallback. Either way, thanks.

Edited by Digi

"Fancy burricks are afraid of dogs, if they encounter each other the dog barks and the burricks poop." - Thief: Deadly Shadows Game Designer

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There are also models for that purpose (under architecture).

FM's: Builder Roads, Old Habits, Old Habits Rebuild

Mapping and Scripting: Apples and Peaches

Sculptris Models and Tutorials: Obsttortes Models

My wiki articles: Obstipedia

Texture Blending in DR: DR ASE Blend Exporter

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I have a strange recollection there exists a blueprint / mechanical design model somewhere in the core TDM assets.

 

Does someone know/remember where it was, or did I just imagine it all? I searched the models, but could not find it.

 

I think it was a rolled up schematic blueprint, with a string to roll it up.

Clipper

-The mapper's best friend.

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There is a parchment skin that looks like a design sketch for a mechanical wing. It can probably be applied to paper or open scroll models.

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So i'm trying to get a custom model to animate however I am recieving the error: "ERROR: TraceModelForClipModel: clip model 0 on 'atdm_ai_shark_1' is not a trace model.

 

I have my def file setup for the shark as follows

 

model tdm_ai_shark {

inherit atdm:ai_base

 

anim swim models/shark_ani.md5anim

{

no_random_headturning

frame 1 call

}

}

 

entityDef atdm:ai_shark

{

"inherit" "atdm:ai_base"

"model" "tdm_ai_shark"

}

 

The shark model works perfectly fine in the game as well I only seem to have problems when animating it. Does anyone know what the problem might be?

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Ok, you need to include that in your modelDef.

 

At the very least, you need a "mesh" line that points to the md5mesh file, and an af_pose.

 

This is an example:

model saddle

{

mesh models/md5/props/saddle/saddle.md5mesh

anim af_pose models/md5/props/saddle/af_pose.md5anim

}

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Ok, you need to include that in your modelDef.

 

At the very least, you need a "mesh" line that points to the md5mesh file, and an af_pose.

 

This is an example:

 

I have added that but I still can't get it to work. Sometimes the game loads and I see a black box which hits the floor and then the game crashes. But most times it just gives me the error I posted previously.

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You can't put "inherit atdm:ai_base" in the modelDef , and you shouldn't inherit from it in your entityDef either. If you're making a regular AI entity, then you have to do more things to the modelDef, like set the joints controlled by the torso and legs channel.

 

What exactly are you trying to do?

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I'm trying to create a shark that animates its tail left to right when idle (because it will be moving constantly). Whenever I place the shark model in game it looks great and there's no problems but as soon as I try to bring the animations into the equation there are problems.

 

If I pm'd you the models/animations would you mind having a look at it?

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Does someone know/remember where it was, or did I just imagine it all? I searched the models, but could not find it.

 

I think it was a rolled up schematic blueprint, with a string to roll it up.

 

It sounds exactly like the McGuffin that was my FM's objective. But I made it myself and it's in my pk4. If you need it feel free to use or adapt it.

What do you see when you turn out the light? I can't tell you but I know that it's mine.

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I'm trying to create a shark that animates its tail left to right when idle (because it will be moving constantly).

 

Is it supposed to act like an AI and move and react to the player, or just animate in place like an ambient ai? Didn't Arcturus have animated fish in one of his testmaps?

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Is it supposed to act like an AI and move and react to the player, or just animate in place like an ambient ai? Didn't Arcturus have animated fish in one of his testmaps?

 

It's supposed to only animate. The player can't interact with it

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Yes, there are swimming fish in the grass test map.

 

Do you mind if I use parts of your map? I will credit you of course

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A minor question. If I'd like to have a fire damage the player, I would use a trigger_hurt entity textured with trighurt. So far so good. But how to vary it so no damage occurs when the fire is extinguished, while it returns when it is relit? Any easy way to do it?

Come the time of peril, did the ground gape, and did the dead rest unquiet 'gainst us. Our bands of iron and hammers of stone prevailed not, and some did doubt the Builder's plan. But the seals held strong, and the few did triumph, and the doubters were lain into the foundations of the new sanctum. -- Collected letters of the Smith-in-Exile, Civitas Approved

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In each of my fms I used the stim/response system to provide the damage. As such, adding a water response to remove the damage stim, and a fire one to reinstate it, wasn't too bad. I'm not at my computer to verify if you can teleport a trigger_hurt away/back by the s/r system as easily.

"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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Working off what RJ was saying, you could have a trigger_multiple around the fire source that targets the pain trigger. Adding a water stim to the fire source could then send a response which would trigger a change target entity which would remove the target on the trigger_multiple which was pointing to the pain trigger. A fire stim would activate another change target entity which would add the pain trigger target back to the trigger_multiple.

But you should walk having internal dignity. Be a wonderful person who can dance pleasantly to the rhythm of the universe.

-Sun Myung Moon

 

My work blog: gfleisher.blogspot.com

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That sounds rather complicated. :)

Come the time of peril, did the ground gape, and did the dead rest unquiet 'gainst us. Our bands of iron and hammers of stone prevailed not, and some did doubt the Builder's plan. But the seals held strong, and the few did triumph, and the doubters were lain into the foundations of the new sanctum. -- Collected letters of the Smith-in-Exile, Civitas Approved

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Don't lights activate targets when activated?

 

If so, all you need is to target the fire at a surrounding trigger_hurt, set "delay" on the trigger_hurt to the duration between ouchies (in seconds).

 

When the fire is doused, the light goes out, which activates the trigger_hurt, turning it off.

 

When the fire is relit, the light comes on, which activates the trigger_hurt, turning it on.

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