Dragofer Posted February 14, 2021 Report Posted February 14, 2021 Another possibility might be that the AIs can't see the origin of the switch because it's within the module wall. 1 Quote FM: One Step Too Far | FM: Down by the Riverside | FM: Perilous Refuge Co-FM: The Painter's Wife | Co-FM: Written in Stone | Co-FM: Seeking Lady Leicester Dragofer's Stuff | Dragofer's Scripting | A to Z Scripting Guide | Dark Ambient Music & Sound Repository
JackFarmer Posted February 14, 2021 Report Posted February 14, 2021 4 minutes ago, Frost_Salamander said: Pretty sure the lamp is OK, if I drag the switch out to the middle of the room and leave it floating there, the AI uses it. Does the AI circle around itself in front of the switch? Quote
Frost_Salamander Posted February 14, 2021 Report Posted February 14, 2021 (edited) 8 minutes ago, JackFarmer said: Does the AI circle around itself in front of the switch? no, won't go anywhere near it 9 minutes ago, Dragofer said: Another possibility might be that the AIs can't see the origin of the switch because it's within the module wall. think I just need to spend a while playing with it to get to the root of the problem. It's not just one switch, but all of them in the area I'm working on. I need a general strategy that takes into account the modules, the monsterclip and the switch placement that will work everywhere... I'm guessing the AI path nodes don't really have anything to do with it? Is it expected they will stray off course to deal with the light? Not really an issue as the switches are right by doors they walk through, but just thought I'd ask. Edited February 14, 2021 by Frost_Salamander Quote TDM Community Github: https://github.com/thedarkmodcommunity My fan missions: The Hare in the Snare, Part 1, The Lieutenant Series: In Plain Sight High Expectations Foreign Affairs
grayman Posted February 14, 2021 Report Posted February 14, 2021 I think you're at the point where you should release a small test map exhibiting the problem, so that someone else can actually see what's happening. It doesn't seem like you're getting anywhere in this discussion. 1 Quote
Frost_Salamander Posted February 14, 2021 Report Posted February 14, 2021 2 hours ago, grayman said: I think you're at the point where you should release a small test map exhibiting the problem, so that someone else can actually see what's happening. It doesn't seem like you're getting anywhere in this discussion. Test map here: https://drive.google.com/file/d/1zi_elHG2t7mTA6k5LI4g8gERYUNjkENr/view?usp=sharing There are 2 rooms, one with modules and one with brushwork. Observations: that switch can't be flush against the wall, I think because the origin then won't be visible to the AI as @Dragofer mentioned. You can see this in both rooms. in the room with the models, the monsterclip interferes with the pathing. If you reduce the MC to the point where it can operate the switch, the AI will faff around for a while before it gets to the switch. So I can sort of get it to work in with the modules, but not in a state where I would include it in a map unless I can figure out how to overcome those issues. Quote TDM Community Github: https://github.com/thedarkmodcommunity My fan missions: The Hare in the Snare, Part 1, The Lieutenant Series: In Plain Sight High Expectations Foreign Affairs
JackFarmer Posted February 14, 2021 Report Posted February 14, 2021 58 minutes ago, Frost_Salamander said: Test map here: https://drive.google.com/file/d/1zi_elHG2t7mTA6k5LI4g8gERYUNjkENr/view?usp=sharing There are 2 rooms, one with modules and one with brushwork. Observations: that switch can't be flush against the wall, I think because the origin then won't be visible to the AI as @Dragofer mentioned. You can see this in both rooms. in the room with the models, the monsterclip interferes with the pathing. If you reduce the MC to the point where it can operate the switch, the AI will faff around for a while before it gets to the switch. So I can sort of get it to work in with the modules, but not in a state where I would include it in a map unless I can figure out how to overcome those issues. When you remove the casing of the switch (the rectangular cover), then it works. I do not understand that as this item is a func static. Quote
Dragofer Posted February 14, 2021 Report Posted February 14, 2021 You can make models invisible to AIs by giving them the "noclipmodel" "1" spawnarg (also makes them nonsolid, so would need nodrawsolid brushes if the model is large enough to be noticed as being nonsolid). It's worth seeing how applying this spawnarg to surrounding models, such as the switch casing, affects the switch. 1 Quote FM: One Step Too Far | FM: Down by the Riverside | FM: Perilous Refuge Co-FM: The Painter's Wife | Co-FM: Written in Stone | Co-FM: Seeking Lady Leicester Dragofer's Stuff | Dragofer's Scripting | A to Z Scripting Guide | Dark Ambient Music & Sound Repository
JackFarmer Posted February 14, 2021 Report Posted February 14, 2021 16 minutes ago, Dragofer said: You can make models invisible to AIs by giving them the "noclipmodel" "1" spawnarg (also makes them nonsolid, so would need nodrawsolid brushes if the model is large enough to be noticed as being nonsolid). It's worth seeing how applying this spawnarg to surrounding models, such as the switch casing, affects the switch. You are right, that works on my end. @Frost_Salamander: Select the casing and give it the property as per Dragofer's post above. 1 Quote
Frost_Salamander Posted February 14, 2021 Report Posted February 14, 2021 I think I have a way forward. If you make the monsterclip very thin, you can drag it almost all the way over to light switch and the AI will use it. If it's not close enough to the switch, they get confused. It's thick in the test map because I wanted to simulate how it would look if it was covering other models I had in my 'real' map. You can't have another monsterclipped model like a table too close, as the AI then won't go near it. So I would need to re-arrange a couple of things but no big deal you can move the switch one unit out from the wall and it's not really that noticeable that it's not flush. It's obvious if it's casting a shadow, but setting noshadows=1 on it and you can't tell. Quote TDM Community Github: https://github.com/thedarkmodcommunity My fan missions: The Hare in the Snare, Part 1, The Lieutenant Series: In Plain Sight High Expectations Foreign Affairs
Frost_Salamander Posted February 14, 2021 Report Posted February 14, 2021 4 minutes ago, JackFarmer said: You are right, that works on my end. @Frost_Salamander: Select the casing and give it the property as per Dragofer's post above. Yep just tried in my real map with it flush to the wall model and that worked 1 Quote TDM Community Github: https://github.com/thedarkmodcommunity My fan missions: The Hare in the Snare, Part 1, The Lieutenant Series: In Plain Sight High Expectations Foreign Affairs
Frost_Salamander Posted February 14, 2021 Report Posted February 14, 2021 also as a side note, you can cover the switch with monsterclip and it still works. I guess MC just affects where the AI can move, and not what it can interact with? Quote TDM Community Github: https://github.com/thedarkmodcommunity My fan missions: The Hare in the Snare, Part 1, The Lieutenant Series: In Plain Sight High Expectations Foreign Affairs
Dragofer Posted February 14, 2021 Report Posted February 14, 2021 @Frost_Salamander Yep, AIs can only come within 16 units of an MC wall, and I believe it only affects movement possibilites. If a path node is closer than that to a wall, I believe the reason it usually still works is that the AI comes within the node's tolerance zone, but you ofc don't really have tolerance left for anything else then and could easily get an AI walking circles. 1 Quote FM: One Step Too Far | FM: Down by the Riverside | FM: Perilous Refuge Co-FM: The Painter's Wife | Co-FM: Written in Stone | Co-FM: Seeking Lady Leicester Dragofer's Stuff | Dragofer's Scripting | A to Z Scripting Guide | Dark Ambient Music & Sound Repository
Geep Posted February 14, 2021 Report Posted February 14, 2021 REQUEST FOR HELP from someone with rig and skills for working with TDM humanoid md5anim. This would probably take you a few hours. It would take me, I dunno, until the end of time. Specifically, I need a shorter version of an existing md5 animation, sotha's pray, by cutting off the beginning and end and making sure the results loops OK. PM me if you can help with that, and to discuss details. Thanks. Quote
Obsttorte Posted February 14, 2021 Report Posted February 14, 2021 You can restrict the frames of an animation to be used in the respective md5anim file. It can be opened in a text editor like notepad++. Remove the frames you don't want and change the framerate to speed it up or slow it down. Getting it to loop well will require some testing, though. I dunno whether there is a working animation editor in TDM, but DarkRadiant comes with an animation viewer at least. Could be useful to get it to loop. 1 Quote 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
Geep Posted February 15, 2021 Report Posted February 15, 2021 OK, I will look into that. Unfortunately, the viewer in DR shows time in seconds, but not frame number (that I know of), so makes it harder than need be. I guess I can do some percentage estimating tho. Quote
Geep Posted February 15, 2021 Report Posted February 15, 2021 That worked out OK. Though I imagine Dante's Inferno has a circle of hell populated by folks trying to loop animations with a text editor. 2 Quote
Obsttorte Posted February 15, 2021 Report Posted February 15, 2021 They serve the best cocktails there Quote 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
kin Posted February 21, 2021 Report Posted February 21, 2021 (edited) I am currerntly trying the new real-time preview which looks to me a major improvement in dark radiant. Is it possible for this to work on a open project with a click of a button without having to type in any console commands? Edited February 21, 2021 by kin Quote
HMart Posted February 21, 2021 Report Posted February 21, 2021 6 hours ago, kin said: I am currerntly trying the new real-time preview which looks to me a major improvement in dark radiant. Is it possible for this to work on a open project with a click of a button without having to type in any console commands? If your "open project" is not a TDM mission or not using the TDM engine than no, is not possible to use that real-time link, unfortunately is exclusive to TDM. Quote
kin Posted February 22, 2021 Report Posted February 22, 2021 13 hours ago, HMart said: If your "open project" is not a TDM mission or not using the TDM engine than no, is not possible to use that real-time link, unfortunately is exclusive to TDM. What I meant is: can I load a TDM fan mission I have build in dark radiant and hit a single button (in dark radiant) to start dark mod with my mission loaded and syncronised ready to play? Quote
HMart Posted February 22, 2021 Report Posted February 22, 2021 9 hours ago, kin said: What I meant is: can I load a TDM fan mission I have build in dark radiant and hit a single button (in dark radiant) to start dark mod with my mission loaded and syncronised ready to play? Ha Ok that does explains better, unfortunately cannot help you, I never used that feature my self. Quote
Frost_Salamander Posted February 22, 2021 Report Posted February 22, 2021 (edited) I have a model and textures, and I've created a materials file for it. I don't get though how to associate the materials file with the model so it all shows up properly in DR. I've looked at the dewdrop model as an example, but I can't figure it out. What am I missing? Do I need a skin? Edited February 23, 2021 by Frost_Salamander Quote TDM Community Github: https://github.com/thedarkmodcommunity My fan missions: The Hare in the Snare, Part 1, The Lieutenant Series: In Plain Sight High Expectations Foreign Affairs
Dragofer Posted February 23, 2021 Report Posted February 23, 2021 @Frost_Salamander That sounds lile you're trying to use an .obj, which can't be used in TDM. It works differently for .ase, the model needs to be exported with its surfaces carrying material names corresponding to the material names in TDM including paths. So i.e. compass1 or textures/darkmod/wood/boards/rough_wood. An alternative is to use a skin to swap out materials on the model. Quote FM: One Step Too Far | FM: Down by the Riverside | FM: Perilous Refuge Co-FM: The Painter's Wife | Co-FM: Written in Stone | Co-FM: Seeking Lady Leicester Dragofer's Stuff | Dragofer's Scripting | A to Z Scripting Guide | Dark Ambient Music & Sound Repository
Frost_Salamander Posted February 23, 2021 Report Posted February 23, 2021 It's a .lwo model that @Kerry000 provided, along with diffusemap and bumpmap texture files. They are .dds though (I converted them to .tga as well so I have both - do I need both)? Quote TDM Community Github: https://github.com/thedarkmodcommunity My fan missions: The Hare in the Snare, Part 1, The Lieutenant Series: In Plain Sight High Expectations Foreign Affairs
Frost_Salamander Posted February 23, 2021 Report Posted February 23, 2021 4 minutes ago, Dragofer said: @Frost_Salamander That sounds lile you're trying to use an .obj, which can't be used in TDM. It works differently for .ase, the model needs to be exported with its surfaces carrying material names corresponding to the material names in TDM including paths. So i.e. compass1 or textures/darkmod/wood/boards/rough_wood. An alternative is to use a skin to swap out materials on the model. oh right - so there is information in the model file itself about where to find the materials? OK will check about that... Quote TDM Community Github: https://github.com/thedarkmodcommunity My fan missions: The Hare in the Snare, Part 1, The Lieutenant Series: In Plain Sight High Expectations Foreign Affairs
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.