A Couple of Questions. - by bobrpggamer
bobrpggamer on 8/2/2007 at 20:03
Question 1:
How do i go about changing the pickup name of a key. So when garrett picks one up he will know what it unlocks. Instead of saying just "key".
Question 2:
I made a custom static mesh in max and made a custom material library with a texture that has also has reflection cubemap (like some of the flooring that has a simple reflection). The problem is that i can see the reflection it in the flesh render in the editor, but when i go in game to test it it has no reflection at all. Does this mean that custom meshes cannot have custom cubemaps or am i doing somthing wrong.
Thanks Guys.
Ziemanskye on 9/2/2007 at 07:23
Key names are in the Misc.sch schema file, I think, with the special loot names and whatnot.
cubemap... Don't know, but you did copy it into both the PCTextures and Textures sub-folders right? It needs to be in textures to show up in the editor, PCTextures to show up in game (I think: there may be a "low quality textures option that downgrades to the Textures folder)
bobrpggamer on 9/2/2007 at 08:35
I put the textures into the pctexture folder and got my reflection. Allthough the model I made isnt really very good (didnt want to spend to much time in max).
The key naming I will do tommorow, and I'm sure it will work as I found the entry in the inventory.sch for T_key. I will name the key "T_something" in the key properties and make an entry in the inventory.sch.
While i am here there is something i was wondering. I am using castle guards (the ones in the castle om), but they are far too dumb. I get away from them way too easy. I like the chain mail they wear but thats about it. Is there a smarter guard AI?
Thanks Again.
Ziemanskye on 9/2/2007 at 15:51
I don't know specifically, but you can give them different behaviours and properties. Try changing their AIBehaviour property to one of the other settings (beware, it'll likely screw with the voices and stuff too, just incase you don't want that), or you might be able to mix and match the capabilities manually.
bobrpggamer on 9/2/2007 at 18:14
Good idea, I'll give it a try.