If there are problems with the actual files within the Dropbox link on the page, please let me know and I'll get that fixed up. If you want to change anything on the page, please do so within reason. It is, after all, a community wiki.
Edit: I'm going to do some homework because I unfortunately do have a life outside of the forum, but my next task at this rate is to learn how to create GUI terminals due to the demand.
Then I will look at importing Amnesia Assets, either from TDD and AAMFP. I do not own Penumbra, and frankly, getting those assets to work with Amnesia itself was a pain P:
It moves, but doesn't animate (walks, but no walking animation).
It can kill you, even without an attack animation. Seems its just by touching.
It makes the sounds of the Upsilon Robot.
At the moment, not ready to discuss how to import. But I did import the mansionbase (see the background?)
Imported and working
Spoiler below!
[video=youtube]https://youtu.be/KVKlhN41NTY[/video]
In order to test, I had God Mode activated. Go unconcious on contact. Death on second contact. No static when looking at it.
I also believe it is a behavioural issue as to why it didn't immediately run at me. It borrows the behaviour of maintenance_infected (Upsilon Robot). If I figure out how to create a new one entirely, I'll fix it up.
Tutorial about importing coming hopefully tomorrow.
(10-02-2015, 09:04 AM)enex Wrote: [ -> ]I suppose you are great level builder - how about teaching us how to level build section of
Soma infrastructure - for example airlock room before dunbat leading to main chamber and then to control
terminal and to dunbat?
The other question was really good too - how do we import Soma official levels and study them?
Hehe, unfortunately, I'm a pretty average mapper Sorry about that. I'll learn some tips and tricks, but for now, I'll have to pass that suggestion~
But you can open up the maps at any time for study by running the LevelEditor.exe located in the same folder as SOMA.exe, and by opening any map through this directory: maps/chapter_xx/<level>/<level>.hpm
Thanks for taking time to respond.I'm mainly interested in models - they usually
have one side visible and other is not.So how do you build with that in mind?
Thanks for importing tips, really important too.Besides waiting on editor to
launch and not alt tabbing, and same process applying on import I'm good!
Later today, I will post another tutorial! Once that one is up, I'm gonna do some more homework, then I will look at GUI terminals, since it has come up in the basic map I have built for the current tutorial.
(10-06-2015, 07:00 AM)Romulator Wrote: [ -> ]Later today, I will post another tutorial! Once that one is up, I'm gonna do some more homework, then I will look at GUI terminals, since it has come up in the basic map I have built for the current tutorial.
Hey Romulator,
how much progress have you made with simple terminals? Because I've started to figure some of it out
If you havent started the wiki page for them yet is it cool if I do when I'm done my experimenting?
To clarify, I've figured out image layering, screen positioning, item coloring, item scaling, image and text, and running a single dedicated app. I have a pretty good idea on how to run multiple apps at a time though, so I think I've figured out most of what the average modder needs for their maps.