Please ask your basic (newbie) questions in here. - by scumble
Bardic on 17/3/2006 at 03:48
To Glaswolf and of some interest.
I added some Cradle Shadows into a mission to test and see why they aren't attacking for Glaswolf. The female doesn't attack, she just runs up to you and stands there, but the male does atack. So I don't know if the easiest thing is to make all Male AI, but give some the female skin and sounds.
GlasWolf on 17/3/2006 at 08:03
Ahh, thanks Bardic, I've only been using the female AI up until now.
joebarnin on 17/3/2006 at 19:38
Can one specify the sounds associated with a static mesh? Specifically, the sound made when Garrett walks on a static mesh or hits it with his dagger.
Thanks,
Jeff
Ziemanskye on 17/3/2006 at 20:26
I think there's a sound over-ride property you can add.
Not sure if that's true, or if it works, but I think I remember seeing one.
STiFU on 17/3/2006 at 23:00
And if that doesn't work neither you'll have to setup your own texture library, because the sound a surface makes is defined by its material.
GlasWolf on 18/3/2006 at 01:07
One little trick I've used is to use the invisible wall smeshes and texture them with whatever the object is supposed to sound like. This is handy if you resize a smesh and need to rig a fake collision hull up manually.
corvuscorax on 6/4/2006 at 04:14
I'm thinking of making a mod for Deadly Shadows, but I'm afraid I'm not terribly familiar with the limitations of the game's engine and editor. I was wondering if anyone could answer a few questions...
1. Are Deus Ex-style cinematics possible? By which I mean, does the editor still have Camera Points, and can I use them to make in-game cutscenes?
2. Can I import custom music, and if so, how?
3. Is it possible to make large-scale outdoor areas? I'd like to kick off my mod with a slow "flyby" over a port district, starting out in the harbor. Is this too grandiose?
4. How do conversations work? Is it possible to create custom conversations?
5. Can I make subtitles or text display on-screen?
6. Are atmospheric effects like rain availabe?
I think that's all for now. If most or all of these prove impossible, I'll probably end up going back to Deus Ex, but I'd really like to work with an engine from this century. Thanks for any help!
Ziemanskye on 6/4/2006 at 06:12
This isn't the engine you want corvuscorax.
1 - Kind of. We have matinee paths that affect the player camera, so you can't do anything like Jock's helicopter with the interpolation points, but you can do rough flybys so long as everything else is engineered seperately
2 - erm. Don't know. Probably, but it'd need patching the schema files, so wouldn't be too distributable (can still be done - we can patch them rather than have to post the whole thing just so long as you don't want to modifiy any of the original sounds)
3 - Depends on what you want. So long as you're careful with lights and masked textures and particles, and don't mind it not having many (if any) stencil-shadows you can have quite large areas, and if it's just a fly-by you can probably cheat with some careful use/design of static meshes.
4 - Again needs to patch the schema files, but they're possible. How they work I'm not so sure on, but I think they can just be triggered by scripts like most other things (note - that's TriggerScripts, not the more useful/powerful unrealscript we're talking about here)
5 - Yes. Not sure on subtitles, but I'm sure it was an option TDS inherited from DXIW, and you can have non-blocking text (though they always display for like 5 seconds, so you don't have a huge amount of control over them)
6 - Depends on how you want it. You can do particle/sprite rain: search these forums and why back there was a few threads about it, and it's probably on the wiki ((
www.ttlg.com/wiki)) by now - be careful though, it's more renderpasses and potential overdraw, so the engine might not like it in larger areas.
I suppose you can work here, but really, you probably want a full modern Doom/Unreal engine to work with. Maybe you should check if Oblivion has an editor/sdk, or I've heard good things about Morrowwind that might be more to you're tastes (and genearl workability)
corvuscorax on 7/4/2006 at 06:31
I tried using the search function for this question, but it didn't return anything useful. Maybe I just wasn't using the right words.
Is there any way to play as someone other than Garrett? By which I mean, could I substitute a different mesh and/or skin and play as a new character? I know that with the Deus Ex Unreal engine it was a simple matter to create a custom player class... is it still as easy as that, or even possible anymore?
Thanks for any help.