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    Thread: The custom enemy that won't work
Post: RE: The custom enemy that won't work

Anyone who got an idea what is going on?
dasde Development Support 17 13,897 08-07-2011, 05:06 PM
    Thread: The custom enemy that won't work
Post: RE: The custom enemy that won't work

(08-07-2011, 01:20 PM)plutomaniac Wrote: Arg, i cant see code tags with long text through mobile...:( Here you go :) http://pastebin.com/xXXmuDpq
dasde Development Support 17 13,897 08-07-2011, 01:40 PM
    Thread: The custom enemy that won't work
Post: RE: The custom enemy that won't work

(08-07-2011, 12:30 PM)Tanshaydar Wrote: Try to run it as administrator, as it might not have the rights to create the log file. Hey hey!, that worked. After first try I found out my model wasn't lin...
dasde Development Support 17 13,897 08-07-2011, 12:45 PM
    Thread: The custom enemy that won't work
Post: RE: The custom enemy that won't work

(08-07-2011, 10:56 AM)Tanshaydar Wrote: Model View produce modelview.log, try with another Amnesia file (which is working). Tell us if it works to create that log. Even with a working model no log i...
dasde Development Support 17 13,897 08-07-2011, 12:26 PM
    Thread: The custom enemy that won't work
Post: RE: The custom enemy that won't work

Anyone who got an idea?
dasde Development Support 17 13,897 08-07-2011, 10:50 AM
    Thread: The custom enemy that won't work
Post: RE: The custom enemy that won't work

(08-05-2011, 08:33 PM)MrBigzy Wrote: There should be. o.o Do you have the modelview exe in the Amnesia directory? I do.
dasde Development Support 17 13,897 08-05-2011, 09:42 PM
    Thread: The custom enemy that won't work
Post: RE: The custom enemy that won't work

So after re-rigging him in 2011 and exporting him with OpenCollada I still get the "stopped responding" message again. Also, sadly there is no log generated.
dasde Development Support 17 13,897 08-05-2011, 07:18 PM
    Thread: The custom enemy that won't work
Post: RE: The custom enemy that won't work

(08-05-2011, 02:17 PM)Tanshaydar Wrote: You should use OpenCollada plugin while exporting, not FBX_DAE, but OpenCollada doesn't have 2012 support yet. Thats it. Damm, I guess I have to download the ...
dasde Development Support 17 13,897 08-05-2011, 02:24 PM
    Thread: The custom enemy that won't work
Post: The custom enemy that won't work

Hey modders So I have this problem with an enemy model I've made in 3DS max, and rigged with HumanIK in Maya, both the 2012 version. First of all, the enemy is lying down and is way too big when I op...
dasde Development Support 17 13,897 08-05-2011, 02:01 PM
    Thread: Material problem
Post: RE: Material problem

(07-25-2011, 10:53 PM)DRedshot Wrote: Hmm. sorry then, i tried to do this a few months ago, and had the same problem. I think (but not certain) that the texture is assigned at the modelling stage - ...
dasde Development Support 9 7,622 07-26-2011, 12:09 AM
    Thread: Material problem
Post: RE: Material problem

(07-25-2011, 10:03 PM)DRedshot Wrote: make sure you 1. copied the entire servant_brute folder, 2. paste it into the enemies folder 3. rename the new folder to eg: "servant_bluebrute" 4. rename all ...
dasde Development Support 9 7,622 07-25-2011, 10:31 PM
    Thread: Material problem
Post: RE: Material problem

(07-25-2011, 04:00 PM)xtron Wrote: hmm...did you create a completly new folder adding the required files for the monster THEN changed the material etc? I copied the folder, renamed the .ent file so ...
dasde Development Support 9 7,622 07-25-2011, 09:56 PM
    Thread: Material problem
Post: RE: Material problem

(07-25-2011, 02:39 PM)xtron Wrote: Open it in Materialviewer again and see if it's changed. It has changed.
dasde Development Support 9 7,622 07-25-2011, 03:19 PM
    Thread: Material problem
Post: Material problem

Hello again I have this servant_brute I want to change the color of. What I have done so far is. Downloaded the DDS tools from Nvidia for Photoshop Opened "servantbrute.dds" and used "Hue and Satura...
dasde Development Support 9 7,622 07-25-2011, 02:33 PM
    Thread: Put torch in inventory from wall
Post: RE: Put torch in inventory from wall

Okay so now I have made it an Item, and when I go ingame I get the blue outline on it and a little hand to click with, but when I click on the torch nothing happens.
dasde Development Support 4 3,805 07-23-2011, 07:49 PM
    Thread: Put torch in inventory from wall
Post: Put torch in inventory from wall

Hello I want to make a script for my custom story where you click on a torch on the wall, it goes inactive (invisible) and you get it in your hand or inventory, and then you will use it on something,...
dasde Development Support 4 3,805 07-23-2011, 07:19 PM
    Thread: [Help] Teleport player to next map OnPickup
Post: RE: [Help] Teleport player to next map OnPickup

(07-08-2011, 03:03 PM)Tanshaydar Wrote: Yes but if you want to change maps without level doors, you should use this command: void ChangeMap(string& asMapName, string& asStartPos, string&am...
dasde Development Support 8 7,172 07-08-2011, 03:32 PM
    Thread: [Help] Teleport player to next map OnPickup
Post: RE: [Help] Teleport player to next map OnPickup

Alright, now the screen turned black and faded into the same level and same potion as when I picked up the potion.
dasde Development Support 8 7,172 07-08-2011, 02:27 PM
    Thread: [Help] Teleport player to next map OnPickup
Post: RE: [Help] Teleport player to next map OnPickup

(07-08-2011, 02:03 PM)Kyle Wrote: I see what you did wrong. Try this: Code:void Teleportpotion(string &in asEntity) {    TeleportPlayer("Room6.map");    FadeOut(0);  &...
dasde Development Support 8 7,172 07-08-2011, 02:15 PM
    Thread: [Help] Teleport player to next map OnPickup
Post: [Help] Teleport player to next map OnPickup

Hi guys My idea is to have two potions, and if the player picks up the right one you get teleported to the next map (Room6.map). So, I have made this script: Code:void Teleportpotion(string &in...
dasde Development Support 8 7,172 07-08-2011, 01:54 PM