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Thread: The custom enemy that won't work
Post: RE: The custom enemy that won't work
Anyone who got an idea what is going on? |
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dasde |
Development Support
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17 |
14,103 |
08-07-2011, 05:06 PM |
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Thread: The custom enemy that won't work
Post: RE: The custom enemy that won't work
(08-07-2011, 01:20 PM)plutomaniac Wrote: Arg, i cant see code tags with long text through mobile...:(
Here you go :) http://pastebin.com/xXXmuDpq |
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dasde |
Development Support
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17 |
14,103 |
08-07-2011, 01:40 PM |
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Thread: The custom enemy that won't work
Post: RE: The custom enemy that won't work
(08-07-2011, 12:30 PM)Tanshaydar Wrote: Try to run it as administrator, as it might not have the rights to create the log file.
Hey hey!, that worked. After first try I found out my model wasn't lin... |
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dasde |
Development Support
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17 |
14,103 |
08-07-2011, 12:45 PM |
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Thread: The custom enemy that won't work
Post: RE: The custom enemy that won't work
(08-07-2011, 10:56 AM)Tanshaydar Wrote: Model View produce modelview.log, try with another Amnesia file (which is working). Tell us if it works to create that log.
Even with a working model no log i... |
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dasde |
Development Support
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17 |
14,103 |
08-07-2011, 12:26 PM |
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Thread: The custom enemy that won't work
Post: RE: The custom enemy that won't work
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dasde |
Development Support
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17 |
14,103 |
08-07-2011, 10:50 AM |
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Thread: The custom enemy that won't work
Post: RE: The custom enemy that won't work
(08-05-2011, 08:33 PM)MrBigzy Wrote: There should be. o.o
Do you have the modelview exe in the Amnesia directory?
I do. |
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dasde |
Development Support
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17 |
14,103 |
08-05-2011, 09:42 PM |
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Thread: The custom enemy that won't work
Post: RE: The custom enemy that won't work
So after re-rigging him in 2011 and exporting him with OpenCollada I still get the "stopped responding" message again. Also, sadly there is no log generated. |
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dasde |
Development Support
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17 |
14,103 |
08-05-2011, 07:18 PM |
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Thread: The custom enemy that won't work
Post: RE: The custom enemy that won't work
(08-05-2011, 02:17 PM)Tanshaydar Wrote: You should use OpenCollada plugin while exporting, not FBX_DAE, but OpenCollada doesn't have 2012 support yet.
Thats it. Damm, I guess I have to download the ... |
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dasde |
Development Support
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17 |
14,103 |
08-05-2011, 02:24 PM |
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Thread: The custom enemy that won't work
Post: The custom enemy that won't work
Hey modders
So I have this problem with an enemy model I've made in 3DS max, and rigged with HumanIK in Maya, both the 2012 version. First of all, the enemy is lying down and is way too big when I op... |
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dasde |
Development Support
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17 |
14,103 |
08-05-2011, 02:01 PM |
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Thread: Material problem
Post: RE: Material problem
(07-25-2011, 10:53 PM)DRedshot Wrote: Hmm. sorry then, i tried to do this a few months ago, and had the same problem. I think (but not certain) that the texture is assigned at the modelling stage - ... |
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dasde |
Development Support
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9 |
7,779 |
07-26-2011, 12:09 AM |
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Thread: Material problem
Post: RE: Material problem
(07-25-2011, 10:03 PM)DRedshot Wrote: make sure you
1. copied the entire servant_brute folder,
2. paste it into the enemies folder
3. rename the new folder to eg: "servant_bluebrute"
4. rename all ... |
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dasde |
Development Support
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9 |
7,779 |
07-25-2011, 10:31 PM |
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Thread: Material problem
Post: RE: Material problem
(07-25-2011, 04:00 PM)xtron Wrote: hmm...did you create a completly new folder adding the required files for the monster THEN changed the material etc?
I copied the folder, renamed the .ent file so ... |
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dasde |
Development Support
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9 |
7,779 |
07-25-2011, 09:56 PM |
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Thread: Material problem
Post: RE: Material problem
(07-25-2011, 02:39 PM)xtron Wrote: Open it in Materialviewer again and see if it's changed.
It has changed. |
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dasde |
Development Support
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9 |
7,779 |
07-25-2011, 03:19 PM |
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Thread: Material problem
Post: Material problem
Hello again
I have this servant_brute I want to change the color of. What I have done so far is.
Downloaded the DDS tools from Nvidia for Photoshop
Opened "servantbrute.dds" and used "Hue and Satura... |
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dasde |
Development Support
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9 |
7,779 |
07-25-2011, 02:33 PM |
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Thread: Put torch in inventory from wall
Post: RE: Put torch in inventory from wall
Okay so now I have made it an Item, and when I go ingame I get the blue outline on it and a little hand to click with, but when I click on the torch nothing happens. |
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dasde |
Development Support
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4 |
3,850 |
07-23-2011, 07:49 PM |
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Thread: Put torch in inventory from wall
Post: Put torch in inventory from wall
Hello
I want to make a script for my custom story where you click on a torch on the wall, it goes inactive (invisible) and you get it in your hand or inventory, and then you will use it on something,... |
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dasde |
Development Support
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4 |
3,850 |
07-23-2011, 07:19 PM |
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Thread: [Help] Teleport player to next map OnPickup
Post: RE: [Help] Teleport player to next map OnPickup
(07-08-2011, 03:03 PM)Tanshaydar Wrote: Yes but if you want to change maps without level doors, you should use this command:
void ChangeMap(string& asMapName, string& asStartPos, string&am... |
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dasde |
Development Support
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8 |
7,277 |
07-08-2011, 03:32 PM |
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Thread: [Help] Teleport player to next map OnPickup
Post: RE: [Help] Teleport player to next map OnPickup
Alright, now the screen turned black and faded into the same level and same potion as when I picked up the potion. |
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dasde |
Development Support
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8 |
7,277 |
07-08-2011, 02:27 PM |
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Thread: [Help] Teleport player to next map OnPickup
Post: RE: [Help] Teleport player to next map OnPickup
(07-08-2011, 02:03 PM)Kyle Wrote: I see what you did wrong.
Try this:
Code:void Teleportpotion(string &in asEntity)
{
TeleportPlayer("Room6.map");
FadeOut(0);
&... |
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dasde |
Development Support
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8 |
7,277 |
07-08-2011, 02:15 PM |
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Thread: [Help] Teleport player to next map OnPickup
Post: [Help] Teleport player to next map OnPickup
Hi guys
My idea is to have two potions, and if the player picks up the right one you get teleported to the next map (Room6.map).
So, I have made this script:
Code:void Teleportpotion(string &in... |
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dasde |
Development Support
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8 |
7,277 |
07-08-2011, 01:54 PM |