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  • 2 weeks later...
Posted (edited)

I have problem with unintentionally translucent models in gui:

[img]https://imgur.com/a/ctxvu6P[/img]

windowDef Desktop {
  rect 0, 0, 640, 480
  backcolor 0 ,0 ,0 ,0
  visible  1                          
  nocursor 1


    renderDef rosary_cord1
  {
    rect           0, 0, 640, 480
    visible        1
    model          "models/erh_rosary_cord_bow_b.ase"
    needsRender    1
    modelRotate    "gui::Offset_vert"/4, "gui::Offset_horz"-22.5, 0, 1
    modelOrigin    0, 0, 0, 1
    viewOffset     ("gui::cord_horz1"*250)+50, "gui::cord_vert1"*250, 80, 1
    lightOrigin    -200, ("gui::light_Offset_vert"*100), "gui::light_Offset_horz"*100, 1
    lightColor     0.8, 0.8, 0.8, 1
  }

    renderDef dice1
  {
    rect           0, 0, 640, 480
    visible        1
    model          "models/erh_rosary_dice.ase"
    needsRender    1
    modelRotate    "gui::Offset_vert"*2, "gui::Offset_horz"+45, 0, 1             //+135
    modelOrigin     0, 0, 0, 1
    viewOffset     ("gui::dice_horz1_n"*250)+50, "gui::dice_vert1_n"*250, 80, 1
    lightOrigin    -200, "gui::light_Offset_vert"*100, "gui::light_Offset_horz"*100, 1
    lightColor     0.5, 0.0, 1.0, 1   //purple
  }

}

(-there are 8 models of cord and 8 of bead.)

This is a rosary, reacting to the player's viewing angles. But you can see the model's back. Sometimes it goes away at some angles of the player's rotations. In some arrangements of renderDef bracelets, a few models work fine, the rest don't.

rosary bug1.jpg

Edited by ERH+

S2wtMNl.gif

Posted (edited)

Maybe it's nothing, but I saw on other renderdef example that

backcolor 0 ,0 ,0 ,0

was also applied inside the renderdef as well.

 

For example:

image.png.31bc261fe52c7968c9fb8843932dc385.png

 

Maybe backcolor 0,0,0,0 means transparent?

 

Here it says backcolor 0,0,0,0 means black but transparent:

https://wiki.thedarkmod.com/index.php?title=GUI_Scripting:_Syntax,_Semantics,_%26_Usage

I don't really understand all the code, so can't see if it's related.

Edited by datiswous
Posted

I've added a bit to the Wiki to show how to automatically remove single-use keys from the player inventory after they are used.  I've seen a lot of players ask for this as some don't like loads of keys clogging up their inventory. I know some authors have done this already, but I didn't see anything in the Wiki about it.

https://wiki.thedarkmod.com/index.php?title=Doors#Automatically_Removing_Keys_from_Player_Inventory_After_Use

If someone has a simpler method, I'd be happy to update or change the Wiki entry.

  • Thanks 3
Posted
5 minutes ago, Frost_Salamander said:

I've added a bit to the Wiki to show how to automatically remove single-use keys from the player inventory after they are used.  I've seen a lot of players ask for this as some don't like loads of keys clogging up their inventory. I know some authors have done this already, but I didn't see anything in the Wiki about it.

https://wiki.thedarkmod.com/index.php?title=Doors#Automatically_Removing_Keys_from_Player_Inventory_After_Use

If someone has a simpler method, I'd be happy to update or change the Wiki entry.

What if you give the relevant door a frob response via S/R which removes the key in question?

Posted
1 minute ago, JackFarmer said:

What if you give the relevant door a frob response via S/R which removes the key in question?

I'm not sure that will work - initially I tried using frob_action_script, but when you are unlocking a door with a key you aren't actually frobbing it, so that script never gets invoked.  I then tried used_action_script, but apparently that works for everything BUT doors.  So I ended up using the triggers.

Posted
12 minutes ago, Frost_Salamander said:

I'm not sure that will work - initially I tried using frob_action_script, but when you are unlocking a door with a key you aren't actually frobbing it, so that script never gets invoked.  I then tried used_action_script, but apparently that works for everything BUT doors.  So I ended up using the triggers.

You are right; it does not work (I vaguely recall that I tried this for the first mission of HHBAM).

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