marbleman on 5/8/2016 at 18:42
Hi everybody! Couple of questions:
1. I assume I can use T2 library apparition to make my custom apparition. I want to use TG fire mage skin for him and make his missiles look like fireballs instead of skulls (and travel faster). How do I do that?
2. How in the world do I create an unlit (inactive) torch? I taffed around for an hour and coudn't figure it out.
3. I also installed BCB.gam as suggested here (
http://www.ttlg.com/forums/showthread.php?t=145124) to get TG creatures into T2, however the fire elementals act strangely. Thet don't attack me if I'm in ths shadow even if they are on 3rd alert. Also they descend almost to the ground and ascend again, which they never do normally. What can be the reason?
Thanks in advance :)
R Soul on 5/8/2016 at 19:51
1: You can use the renderer > mesh textures property.
2: Edit the animlight property. Mode: minimum brightness. I used to think the only way was to place a water arrow above it so it would fall down when the game started.
Yandros on 5/8/2016 at 20:41
2. You can also connect a lever to the torch and set its JointsState to On, Reverse. Put the lever in solid or a blueroom so the player can't see or frob it.
Steele on 5/8/2016 at 20:45
Do you want the torch to be re-lightable? If not, there's a "Secret lever" torch item you could use, as well.
As for the fire elementals, are you sure they can see you? I can't recall if they have 360 degree vision or not.
john9818a on 5/8/2016 at 20:45
If the torch is never going to be lit you can use the torch lever and set frobinfo World action to none.
marbleman on 5/8/2016 at 21:03
Quote Posted by Steele
Do you want the torch to be re-lightable?
Yes. Fire arrows or flares should work.
LarryG on 5/8/2016 at 21:49
Sheesh! Just go into the animlight setting for the concrete torch and set it to minimum brightness.
If you really want to keep it at flip between min and max (why? that's annoying), then use an NVRelayTrap to send it a TurnOff at Sim. I use this approach for whenever I need to initialize something to off and there is no natural way. I just have a marker called StartOff and give it the NVRelayTrap script and the editor design note of NVRelayTrapOff="Sim"; NVRelayTrapOn="NULL"; NVRelayTrapCount=1. I then ~CD to that from whatever I want to start off.
marbleman on 5/8/2016 at 22:34
Quote:
Edit the animlight property. Mode: minimum brightness.
Just go into the animlight setting for the concrete torch and set it to minimum brightness.
Wow, that was easy! Thanks a ton! :)
Still would like a bit more info on other questions :)
R Soul on 5/8/2016 at 22:40
Quote Posted by LarryG
If you really want to keep it at flip between min and max (why? that's annoying)
He never said anything about that.
Additional to number 1:
Mesh textures property. The apparition is already using this to replace the servant texture with the apparition texture, so you can add it to the concrete object and replace malapp02.gif with fire2ex.gif
That texture is already in T2's mesh.crf, so you won't have to copy from T1.
As for his weapons, open up his links and you'll see three AIProjectile links that have been inherited from the hierarchy. Add another one to Firebolt (there are other types too, check its archetype to see what descends from it). Delete the original links and the AI will only shoot the firebolt. You could copy the data from a T1 installation if you want to replicate the original fire mage.
LarryG on 5/8/2016 at 23:43
Quote Posted by marbleman
3. I also installed BCB.gam as suggested here (
http://www.ttlg.com/forums/showthread.php?t=145124) to get TG creatures into T2, however the fire elementals act strangely. Thet don't attack me if I'm in ths shadow even if they are on 3rd alert. Also they descend almost to the ground and ascend again, which they never do normally. What can be the reason?
Yeah, about that. I don't like using other people's gam files. You never know where they've been, who they hung out with, and what they did while they were there. Instead I heartily advocate starting with a clean T2 OM gam file and making all the adjustments yourself. That way you know exactly what is what. And with NewDark, you can now annotate your changes using Editor>EditorComments so that you will still know that in a year from now. It's more work, but you learn a whole lot by doing it. As to how to get T1 critters into T2, once you have the AI models (and there are lots of links about for higher poly T1 critters in this forum if you look for them), just open a T1/TG mission and look at the hierarchy for the critter & then copy it exactly over to your T2 gam. It's usually just that simple. Pay attention to links and make sure that the things linked to also exist in the T2 gam. If not, make them too. But that's pretty much it. The NewDark T1/TG engine is the same as the NewDark T2 engine, so the only difference between the games are the resources and the archetypes. If you add in the resources and add in the archetypes, you've got it.