spiderman92 on 1/8/2013 at 01:57
hi , i have some question about
1* Sometimes the textures do not appear correctly using 1.21 the file full.pcx is necessary? it works only for .pcx ?
2* how make a surface and an Object not climbable
3* the lamps are working in editor, lit, but in-game the lamps are turned off as if they were mesh not actor with not sfx
4* how to make a object with no highlight (not frobable)
Thanks
EmperorSteele on 1/8/2013 at 02:23
1: NewDark contains the "enhancement Pack" which changes a lot of the default textures. Some are similar, but others are WAY off. "Full.pcx" is now an outdated file. it contained all the colors that the textures were allowed to contain within a given texture family. But with NewDark, any texture can have any colors. Can you provide a screenshot of how exactly your textures "don't look right"?
2: NOT climbable? So, you want to make a ladder, but not let anyone climb it? I don't know this off-hand, someone else can field it.
3: Not sure about this one, either. Is it possible you're using an "Old lamp" that's designed to look darkened/off until it's turned on?
4: Engine Features -> Frob Info. A box with three buttons will come up. The top one will say like, "Script" and the bottom 2 should say "none" (or something). Click the box that says "Script". A list will appear with a bunch of options, and "Script" will have a check-box next to it. De-select the check box by clicking it. Repeat for any other checked-off options. The object will now be unfrobbable.
ZylonBane on 1/8/2013 at 03:56
Quote Posted by EmperorSteele
1: NewDark contains the "enhancement Pack" which changes a lot of the default textures.
No it doesn't.
Renault on 1/8/2013 at 06:02
He's of course thinking of Tafferpatcher, which install New Dark, but also gives the option to install the Enhancement Pack.
kdau on 1/8/2013 at 06:23
2) For an object, set the Physics\Model\Mantleable property to false (box not checked). For a terrain texture, set the same property to false, but you'll have to find the texture in the "Textures" section of the Object Hierarchy (sorted by material type, then by family).
The Watcher on 1/8/2013 at 09:24
Quote Posted by EmperorSteele
4: Engine Features -> Frob Info. A box with three buttons will come up. The top one will say like, "Script" and the bottom 2 should say "none" (or something). Click the box that says "Script". A list will appear with a bunch of options, and "Script" will have a check-box next to it. De-select the check box by clicking it. Repeat for any other checked-off options. The object will now be unfrobbable.
Or the faster and less faffing option: add MetaProperty -> FrobInert to the object (which also means you can remove/re-add the FrobInert during gameplay if appropriate for some reason)
EmperorSteele on 1/8/2013 at 10:35
Quote Posted by ZylonBane
No it doesn't.
You're right, my mistake! *bop self*
spiderman92 on 1/8/2013 at 11:14
Thanks for the replies. i appreciate it
is possible climb a wall? or i have to set some ladder to "invisible " and put it close the wall ?
ok
kdau on 1/8/2013 at 17:22
Quote Posted by spiderman92
is possible climb a wall? or i have to set some ladder to "invisible " and put it close the wall ?
Yes, the "invisible ladder" approach will work. You can create a ladder object, set the Renderer\Render Type property to Not Rendered, and adjust its physics model to an appropriate size to cover the wall (change the Physics\Model\Dimensions property, not [just] the object size). For a wood or metal surface, using a ladder or metal_ladder respectively will give the right climbing sounds. For a soft surface, set the Schema\Material Tags property to Material Rope (or Material VineLadder, which is a custom schema available somewhere). For any other surface type, though, you'll either have to (1) add a different material metaproperty (like MatStone) and lose the climbing sounds, (2) use one of the three established types and ignore that the sounds aren't appropriate, or (3) create a custom schema for Event Climbstep on that material type.
spiderman92 on 2/8/2013 at 07:33
Quote:
Yes, the "invisible ladder" approach will work.
thanks Kdau :)