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Adding a Penumbra Monster /!\ 1 New Problems - Printable Version +- Frictional Games Forum (read-only) (https://www.frictionalgames.com/forum) +-- Forum: Amnesia: The Dark Descent (https://www.frictionalgames.com/forum/forum-6.html) +--- Forum: Custom Stories, TCs & Mods - Development (https://www.frictionalgames.com/forum/forum-38.html) +---- Forum: Development Support (https://www.frictionalgames.com/forum/forum-39.html) +---- Thread: Adding a Penumbra Monster /!\ 1 New Problems (/thread-9025.html) |
RE: Adding a Penumbra Monster /!\ 1 New Problems - Hardarm - 07-11-2011 No. they won't work. And in penumbra overture I see them patrolling area ![]() RE: Adding a Penumbra Monster /!\ 1 New Problems - Hardarm - 07-11-2011 Ok look: Code: void OnStart() This is my test for the dog. I KNOW there's the character_infected.ent, but if you create an entity to an area, it won't load pathnodes I think. I mean, you can't put the dog in the editor, but if you add it from CreateEntityAtArea it won't load pathnodes, I tried with the infected too... Now i'll try with the grunt. RE: Adding a Penumbra Monster /!\ 1 New Problems - palistov - 07-11-2011 Try creating the path node file for a grunt (just place a grunt in the editor), then re-naming accordingly. It's a shot in the dark, but you never know ![]() RE: Adding a Penumbra Monster /!\ 1 New Problems - Hardarm - 07-11-2011 I tried... Maybe you have to find a way to place the dog in the editor... And then it will work ![]() With CreateEntityAtArea, I tried with grunt, infected, brute: Pathnodes won't work like that. :S Maybe the dog hasn't got any issue, but must find a way to put it in the editor. RE: Adding a Penumbra Monster /!\ 1 New Problems - nkmol - 07-17-2011 i think i know why does it crash. It's because the model is exported whith the main .dae exporter. And not whith the OPENCollade, which is used for Amnesia serie. i'll try to get it in the model editor ![]() i got the model in the model editor, sadly i cant move the model ![]() ![]() ![]() as you can see i can't move his teeth in his mounth... RE: Adding a Penumbra Monster /!\ 1 New Problems - plutomaniac - 07-17-2011 can you give me the opencollada file and check it out? I fixed yesterday some other model teeth in something else that I "made". RE: Adding a Penumbra Monster /!\ 1 New Problems - plutomaniac - 07-17-2011 Guys I fixed the dog problems. I need to test it first though a liitle-bit more and add sounds. It works in the editor as well. The previous model is f*** up RE: Adding a Penumbra Monster /!\ 1 New Problems - Jordo76 - 07-17-2011 (07-17-2011, 05:40 PM)plutomaniac Wrote: Guys I fixed the dog problems. I need to test it first though a liitle-bit more and add sounds. It works in the editor as well. The previous model is f*** up Take the animations and sound from mine (in the .ent) RE: Adding a Penumbra Monster /!\ 1 New Problems - plutomaniac - 07-17-2011 The way you edited the .ent file is not recommended. The animations were not correct and certain corrupted or added for no reason. I fixed everything and now only the sound is missing. The dog is still idiotic though. The same happened with infected of course. These are conversions after all. I wrote these on the main thread: I fixed the dog completely, removed corrupted files, fixed animations and extensions and run speed. Also the model is now visible in the level editor, no crashes. Right now I am adding sounds. Tomorrow I will release the fixed dog. It is based on Everlone's work but pretty much everything was made from scratch again by using the real penumbra files. RE: Adding a Penumbra Monster /!\ 1 New Problems - nkmol - 07-17-2011 plutomaniac, that's really great! :O you did some hard and clever work ![]() great job! |