Texture Identification. - by Ravenhook
Ravenhook on 1/12/2013 at 15:06
I am looking for a texture, it looked like thick porridge and made a squelching sound when walked on...Sensut did a path texture but what family tree would make that squelching sound when walking on it.
:D:D
SlyFoxx on 1/12/2013 at 17:13
I think that would be a custom sound not found in the original game resources.
If that's the case, look in the mission .zip for the FAM folder. That would contain the raw pcx or gif of the texture. Under Object Hierarchy/Textures look for a new entry in the FMs game system. That is where dark knows what sound/properties to assign to the texture. For the audio associated with the texture look in the SND folder.
Hope this helps.
Xorak on 2/12/2013 at 00:06
It could be the goo sounds that are included with Dromed Deluxe.
Ravenhook on 2/12/2013 at 11:55
Thank you both for your help.
Like a fool I did not install dedex before I installed newdark...I was having issues with loosing the ability to use alt-e to exit from test play and found that leaving dedex out of the dromed/newdark arrangement worked...so I am without any of the dedex goodies:(
I have included many extra's in the form of textures and objects along with custom gamsys's and would have to burn this working copy to dvd before attempting to over write dedex into it for fear of screwing it all up.:tsktsk::tsktsk:
darthsLair on 2/12/2013 at 15:00
If you want to use the goo sounds, extract the Schema folder from the Dedx package. Just be careful not to overwrite anything in custom sounds schemas that you have already created.
Use the goopac1.wav, and the goopac2.wav from the Snd> NewSfx folder.
Go to the object hierarchy>MetaProperties>Materials>MatSemiSoft, and add MatGooX, then add to that Schema>material tags:Material Goo
Go to object hierarchy>textures, and add: Texture>GooTexX, and the Metaproperty you just created .save the gamesys.name, set_gamesys.name,then save the mission, or just save the .cow if you are in the early stages of the game.
reload_schemas, then save the gamesys.name, set_gamesys.name, then save the .mis, or your .cow.
Then add the textures to the palette as you would normally, and apply one that you will use for goox.
Go to the object hierarchy>Textures, and find the texture you just applied. Slide it onto the GooTexX, and Save your gamesys.name, set_gamesys.name, then save .mis, or your .cow
Now look in the Metaproperties where you created MatGooX, and you will see GooTexX and the texture you just added.
What ever you add this MatGooX Metaproperty to, will have the goo sound.
Ravenhook on 2/12/2013 at 16:48
Got to Reload_Schemas (reload_schemas) and got...
Assertion Failed
Ran out of abstract obj ID's
Re-run with a larger obj_min
(file: objsys.cpp, line: 373)
:confused::confused::confused:
darthsLair on 2/12/2013 at 17:03
Quote Posted by Ravenhook
Got to Reload_Schemas (reload_schemas) and got...
Assertion Failed
Ran out of abstract obj ID's
Re-run with a larger obj_min
(file: objsys.cpp, line: 373)
:confused::confused::confused:
I don't know why that came up. Do this to your Dark.cfg
obj_min -18192
obj_max 8100
max_refs 47740 Just save,don't save as.
When reloading schemas, it shouldn't happen again, as max_refs is increased. Just out of curiosity, what is your highest numbered reference in your object hiearchy? For instance: -8100,-8200, ect.
Also, check your info_window, and see what your object usage was. This includes, roombrush also.
Ravenhook on 2/12/2013 at 17:35
I redid the obj min in Dark.cfg...I had searched and reset it to -10240...
I'll reset them to your suggestion later on...I reloaded the schemas and it did everything ok...I think..there was no erreor this time.
Will check back with you tomorrow..dreaded in laws visit.:eek:
darthsLair on 2/12/2013 at 17:46
Quote Posted by Ravenhook
Will check back with you tomorrow..dreaded in laws visit.:eek:
:laff::laff: I know what you mean! ;)
Ravenhook on 3/12/2013 at 14:42
Yay Darth :D survived the attack of the zombie in-laws:laff:
Set up my dark.cfg as per your suggestions, finished off the adding of the texture to the new family with the new meta property and hey presto...it all works, I remembered to save and set the gamsys and I'll remember to add all those folders in my final processing up.
Had a funny mono warning on load up though...
Warning rehinting objects on AI pathfinding database load
Have never seen that before.
Cheers mate.
:thumb::thumb::thumb:
I rerun compute pathfinding database and everything is fine now ...no yellow warnings.