SlyFoxx on 21/1/2015 at 23:36
I've been importing some of the CoSaS MX stuff. I've grabbed a few doors and some electric lights. All that went well. Got the Obj Hierarchy all set...gamesys saved...you know the drill. But when I went to import some extinguishable torches I couldn't get them to work. The torches appear the correct object in the 3D window but as soon as I enter game mode all I get is the plain old T2 wall torch. I know I have the correct .bin and .gif files in the correct place.
Inline Image:
http://i20.photobucket.com/albums/b202/DromEd/cosastorchissue3_zpsdeeb5e75.jpgIs there some other step for extinguishable lights that I'm missing or something?
SlyFoxx on 21/1/2015 at 23:47
:thumb:
ZylonBane on 22/1/2015 at 05:05
Quote Posted by R Soul
Torches cycle through a series of models (the white part of the flame is a part of the model)
And it looks
horrible. Always has, even back in 1998. The correct solution is to delete that damn model tweq entirely and upgrade to an animated bitmap or particle system flame.
john9818a on 22/1/2015 at 05:47
When I used Jason Otto's twisted torch I had to use tweq models anyway because upon dousing the torch would turn into the extinguished default torch. His torch uses bitmaps.
SlyFoxx on 22/1/2015 at 13:40
Well the Models box that R Soul posted showed promise, those setting still crashed dromed after half a minute. The white wedge of "something is wrong" kept flickering in and out of the screen without the chnagt00 file referenced. So I altered the model fields to go 00--->05 from the top on down. This worked fine until the torch got doused and what john said happened...
Quote:
....upon dousing the torch would turn into the extinguished default torch.
So just giving a guess I then went with...
Inline Image:
http://i20.photobucket.com/albums/b202/DromEd/cosastrch_tweq_zps128dba5a.jpgNow it works properly. Lord knows how all this stuff got figured out. Without you people I'd still be staring at a solid black cube.
Yandros on 22/1/2015 at 16:45
Model 5 is the one that's displayed when the torch is extinguished. I think it's the Extinguishable script that does all that crap.
ZylonBane on 22/1/2015 at 17:52
Quote Posted by Yandros
I think it's the Extinguishable script that does all that crap.
Boooo. Bad script. Bad.
Yandros on 22/1/2015 at 18:28
Indeed. In Drymian Codex, I actually removed that script from the Torch parent archetype and replicated it (without the model tweq and other issues) using NVRelayTrap as I recall, because of the thing Scott mentioned above. Now in DCE without that hack, the alpha testers are seeing the torches just randomly all disappear after playing the mission for an hour or so. Looking at a save, they all have Shape > Model name set to empty string. Since I'm using a single model and don't need the tweq at all, I just removed it from the archetype completely and am hoping in the next round that no one sees the problem. But now what R Soul pointed out about the script adding it back makes me wonder.