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IFC lantern help?
The chaser Offline
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Posts: 2,486
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Joined: Jun 2012
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#1
IFC lantern help?

Okay, hello everyone!

I'm having quite some trouble with the Isolated Full Conversions.

THIS IS A DIFFERENT ISSUE THAN MY PREVIOUS THREAD, KEEP IT IN MIND<

So:

Where is the lantern located? I mean, where does the game get the location of the lantern?
How can I change the sanity events? Like, not having night vision but losing sanity, etc.

Any help will be VERY appreciated. I urge this forum to help me (or you will play my secret project later)

THE OTHERWORLD (WIP)
[Image: k6vbdhu]

Aculy iz dolan.
03-17-2013, 09:00 PM
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NaxEla Offline
Senior Member

Posts: 415
Threads: 5
Joined: Dec 2012
Reputation: 28
#2
RE: IFC lantern help?

The lantern is located in the models folder. Make a copy of the models folder, and put it in your IFC folder. Then in your resources.cfg, make sure it uses the models folder from your IFC, and not from Amnesia.
<Directory Path="/IFC name/models" AddSubDirs="true" />
Now you can change the lantern as you wish, and your full conversion will use the your custom lantern.

If you want to take away the night vision, open the game.cfg and find where the line that says AmbientLightRadius = "6.5" under Player_Darkness. Then change it to AmbientLightRadius = "0".

In Ruins [WIP]
03-17-2013, 09:29 PM
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The chaser Offline
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Posts: 2,486
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Reputation: 113
#3
RE: IFC lantern help?

(03-17-2013, 09:29 PM)NaxEla Wrote: The lantern is located in the models folder. Make a copy of the models folder, and put it in your IFC folder. Then in your resources.cfg, make sure it uses the models folder from your IFC, and not from Amnesia.
<Directory Path="/IFC name/models" AddSubDirs="true" />
Now you can change the lantern as you wish, and your full conversion will use the your custom lantern.

If you want to take away the night vision, open the game.cfg and find where the line that says AmbientLightRadius = "6.5" under Player_Darkness. Then change it to AmbientLightRadius = "0".

[Image: 32242114.jpg]

THE OTHERWORLD (WIP)
[Image: k6vbdhu]

Aculy iz dolan.
03-17-2013, 09:39 PM
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WALP Offline
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Posts: 1,221
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#4
RE: IFC lantern help?

SEMI-OFF-TOPIC:
Im curious, does this mean we replace any kind of content from amnesia, if we make a simular folder and makes it load from the IFC folder instead? or is there something I have forgotten to think about?.
03-17-2013, 10:20 PM
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Adrianis Offline
Senior Member

Posts: 620
Threads: 6
Joined: Feb 2012
Reputation: 27
#5
RE: IFC lantern help?

(03-17-2013, 10:20 PM)martinnord Wrote: SEMI-OFF-TOPIC:
Im curious, does this mean we replace any kind of content from amnesia, if we make a simular folder and makes it load from the IFC folder instead? or is there something I have forgotten to think about?.

There are indeed certain other things you can change and replace, but not everything. I wish I could give you a less cryptic answer Smile but I have no idea how your supposed to work out what you can/can't change (other then laborious trial & error testing), I only know from working with Acies on Spacies that there are things other than the lantern that you can change.

03-18-2013, 03:53 PM
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ingedoom Offline
Member

Posts: 120
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Joined: Feb 2012
Reputation: 0
#6
RE: IFC lantern help?

(03-17-2013, 09:00 PM)The chaser Wrote: How can I change the sanity events? Like, not having night vision but losing sanity, etc.

This can be done in the game.cfg file. What exactly to change i don't know but the variables in there have quite nice descriptions.

[Image: 23778.png]
03-18-2013, 05:01 PM
Website Find
The chaser Offline
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Posts: 2,486
Threads: 76
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Reputation: 113
#7
RE: IFC lantern help?

For your information, the lantern doesn't have any model or animation: Just like Slender.
How could I achieve this? When I open the folder where the entity is (in the level editor) it crashes.

LevelEditor.log:

Spoiler below!
-------- THE HPL ENGINE LOG ------------
Engine build ID 20100819012504

Creating Engine Modules
--------------------------------------------------------
Creating graphics module
Creating system module
Creating resource module
Creating input module
Creating sound module
Creating physics module
Creating ai module
Creating gui module
Creating generate module
Creating haptic module
Creating scene module
--------------------------------------------------------

Initializing Resources Module
--------------------------------------------------------
Creating loader handlers
Creating resource managers
Adding loaders to handlers
--------------------------------------------------------

Initializing Graphics Module
--------------------------------------------------------
Setting video mode: 1250 x 875 - 32 bpp
Init Glew...OK
Setting up OpenGL
Vendor: NVIDIA Corporation
Renderer: GeForce 210/PCIe/SSE2
Version: 3.3.0
Max texture image units: 32
Max texture coord units: 8
Max user clip planes: 8
Two sided stencil: 1
Vertex Buffer Object: 1
Anisotropic filtering: 1
Max Anisotropic degree: 16
Multisampling: 1
Texture compression: 1
Texture compression S3TC: 1
Auto generate MipMaps: 1
Render to texture: 1
Max draw buffers: 8
Max color render targets: 8
Packed depth-stencil: 1
Texture float: 1
GLSL Version: 3.30 NVIDIA via Cg compiler
ShaderModel 2: 1
ShaderModel 3: 1
ShaderModel 4: 1
OGL ATIFragmentShader: 0
Adding engine materials
Initializing DevIL
Vendor String: Abysmal Software
Version String: Developer's Image Library (DevIL) 1.6.8pre Aug 12 2006
Version Number: 168
Adding engine post effects
--------------------------------------------------------

Initializing Sound Module
--------------------------------------------------------
Initializing OpenAL
Available OpenAL devices:
0. Generic Software on Speakers (Realtek High Definition Audio)(OpenAL default)
1. Generic Software on Realtek Digital Output (Realtek High Definition Audio)
2. Generic Software on Bluetooth Audio Renderer (Bluetooth Stereo Audio)
3. Generic Software on Bluetooth Audio Renderer (LG GS290 (Stereo Audio))
Trying to open device 'Generic Software on Speakers (Realtek High Definition Audio)'... Success!
Number of mono sources: 32
Streaming setup: 2 Buffers x 524288 bytes each
--------------------------------------------------------

Initializing Game Module
--------------------------------------------------------
Adding engine updates
Initializing script functions
--------------------------------------------------------

User Initialization
--------------------------------------------------------
-----------------------------------------------------
LevelEditor Build ID: 20100917115131
-----------------------------------------------------
Created Entity Loader
Added object type: Compound <Compound>
Added object type: Light <BoxLight>
Added object type: Light <PointLight>
Added object type: Light <SpotLight>
Added object type: Billboard <Billboard>
Added object type: Particle System <ParticleSystem>
Added object type: Sound <Sound>
Added object type: Static Object <StaticObject>
Added object type: Entity <Entity> StaticProp
Added object type: Entity <Entity> CommentaryIcon
Added object type: Entity <Entity> Object,Static
Added object type: Entity <Entity> Object,Grab
Added object type: Entity <Entity> Object,Push
Added object type: Entity <Entity> Object,Slide
Added object type: Entity <Entity> SwingDoor
Added object type: Entity <Entity> Lever
Added object type: Entity <Entity> Wheel
Added object type: Entity <Entity> MultiSlider
Added object type: Entity <Entity> Lamp
Added object type: Entity <Entity> Button
Added object type: Entity <Entity> Photocell
Added object type: Entity <Entity> MoveObject
Added object type: Entity <Entity> Item,Puzzle
Added object type: Entity <Entity> Item,Coins
Added object type: Entity <Entity> Item,Note
Added object type: Entity <Entity> Item,Diary
Added object type: Entity <Entity> Item,Lantern
Added object type: Entity <Entity> Item,Health
Added object type: Entity <Entity> Item,Sanity
Added object type: Entity <Entity> Item,LampOil
Added object type: Entity <Entity> Item,Tinderbox
Added object type: Entity <Entity> Item,HandObject
Added object type: Entity <Entity> Chest
Added object type: Entity <Entity> OilBarrel
Added object type: Entity <Entity> EmotionStone
Added object type: Entity <Entity> NPC
Added object type: Entity <Entity> LevelDoor
Added object type: Entity <Entity> CritterBug
Added object type: Entity <Entity> CritterSpider
Added object type: Entity <Entity> Enemy_Grunt
Added object type: Entity <Entity> Enemy_WaterLurker
Added object type: Entity <Entity> PlayerHands
Added object type: Entity <Entity> HandObject
Added object type: Area <Area> Script
Added object type: Area <Area> PosNode
Added object type: Area <Area> Flashback
Added object type: Area <Area> Sign
Added object type: Area <Area> SlimeDamage
Added object type: Area <Area> Examine
Added object type: Area <Area> Insanity
Added object type: Area <Area> Ladder
Added object type: Area <Area> Liquid
Added object type: Area <Area> Sticky
Added object type: Area <Area> Rope
Added object type: Area <Area> PathNode
Added object type: Area <Area> PlayerStart
Added object type: Primitive <Plane>
Added object type: Decal <Decal>
Added object type: FogArea <FogArea>

/////////////////////////////////////////////////////////////////
// Resetting scene
/////////////////////////////////////////////////////////////////

--------------------------------------------------------

Game Running
--------------------------------------------------------

/////////////////////////////////////////////////////////////////
// Resetting scene
/////////////////////////////////////////////////////////////////


/////////////////////////////////////////////////////////////////
// Loading file P:/Jocs/Amnesia - The Dark Descent/Amnesia - The Dark Descent/redist/SnowyDeath/maps/Ice_plane.map
/////////////////////////////////////////////////////////////////


/////////////////////////////////////////////////////////////////
// Loaded successfully
/////////////////////////////////////////////////////////////////

ERROR: Couldn't create material 'P:/Jocs/Amnesia - The Dark Descent/Amnesia - The Dark Descent/redist/SnowyDeath/entities/gameplay/car/car_wheels.mat'
Failed parsing of XML document P:/Jocs/Amnesia - The Dark Descent/Amnesia - The Dark Descent/redist/entities/snowydeath/item/flashlight/flashlight.ent in line 1, column 1
ERROR: Could not parse/load XML from P:/Jocs/Amnesia - The Dark Descent/Amnesia - The Dark Descent/redist/entities/snowydeath/item/flashlight/flashlight.ent

I make it this way because then you will feel more immersed, who puts his hand in his face with a flashlight?

THE OTHERWORLD (WIP)
[Image: k6vbdhu]

Aculy iz dolan.
03-18-2013, 05:41 PM
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PutraenusAlivius Offline
Posting Freak

Posts: 4,713
Threads: 75
Joined: Dec 2012
Reputation: 119
#8
RE: IFC lantern help?

(03-18-2013, 05:41 PM)The chaser Wrote: For your information, the lantern doesn't have any model or animation: Just like Slender.
How could I achieve this? When I open the folder where the entity is (in the level editor) it crashes.

LevelEditor.log:

Spoiler below!
-------- THE HPL ENGINE LOG ------------
Engine build ID 20100819012504

Creating Engine Modules
--------------------------------------------------------
Creating graphics module
Creating system module
Creating resource module
Creating input module
Creating sound module
Creating physics module
Creating ai module
Creating gui module
Creating generate module
Creating haptic module
Creating scene module
--------------------------------------------------------

Initializing Resources Module
--------------------------------------------------------
Creating loader handlers
Creating resource managers
Adding loaders to handlers
--------------------------------------------------------

Initializing Graphics Module
--------------------------------------------------------
Setting video mode: 1250 x 875 - 32 bpp
Init Glew...OK
Setting up OpenGL
Vendor: NVIDIA Corporation
Renderer: GeForce 210/PCIe/SSE2
Version: 3.3.0
Max texture image units: 32
Max texture coord units: 8
Max user clip planes: 8
Two sided stencil: 1
Vertex Buffer Object: 1
Anisotropic filtering: 1
Max Anisotropic degree: 16
Multisampling: 1
Texture compression: 1
Texture compression S3TC: 1
Auto generate MipMaps: 1
Render to texture: 1
Max draw buffers: 8
Max color render targets: 8
Packed depth-stencil: 1
Texture float: 1
GLSL Version: 3.30 NVIDIA via Cg compiler
ShaderModel 2: 1
ShaderModel 3: 1
ShaderModel 4: 1
OGL ATIFragmentShader: 0
Adding engine materials
Initializing DevIL
Vendor String: Abysmal Software
Version String: Developer's Image Library (DevIL) 1.6.8pre Aug 12 2006
Version Number: 168
Adding engine post effects
--------------------------------------------------------

Initializing Sound Module
--------------------------------------------------------
Initializing OpenAL
Available OpenAL devices:
0. Generic Software on Speakers (Realtek High Definition Audio)(OpenAL default)
1. Generic Software on Realtek Digital Output (Realtek High Definition Audio)
2. Generic Software on Bluetooth Audio Renderer (Bluetooth Stereo Audio)
3. Generic Software on Bluetooth Audio Renderer (LG GS290 (Stereo Audio))
Trying to open device 'Generic Software on Speakers (Realtek High Definition Audio)'... Success!
Number of mono sources: 32
Streaming setup: 2 Buffers x 524288 bytes each
--------------------------------------------------------

Initializing Game Module
--------------------------------------------------------
Adding engine updates
Initializing script functions
--------------------------------------------------------

User Initialization
--------------------------------------------------------
-----------------------------------------------------
LevelEditor Build ID: 20100917115131
-----------------------------------------------------
Created Entity Loader
Added object type: Compound <Compound>
Added object type: Light <BoxLight>
Added object type: Light <PointLight>
Added object type: Light <SpotLight>
Added object type: Billboard <Billboard>
Added object type: Particle System <ParticleSystem>
Added object type: Sound <Sound>
Added object type: Static Object <StaticObject>
Added object type: Entity <Entity> StaticProp
Added object type: Entity <Entity> CommentaryIcon
Added object type: Entity <Entity> Object,Static
Added object type: Entity <Entity> Object,Grab
Added object type: Entity <Entity> Object,Push
Added object type: Entity <Entity> Object,Slide
Added object type: Entity <Entity> SwingDoor
Added object type: Entity <Entity> Lever
Added object type: Entity <Entity> Wheel
Added object type: Entity <Entity> MultiSlider
Added object type: Entity <Entity> Lamp
Added object type: Entity <Entity> Button
Added object type: Entity <Entity> Photocell
Added object type: Entity <Entity> MoveObject
Added object type: Entity <Entity> Item,Puzzle
Added object type: Entity <Entity> Item,Coins
Added object type: Entity <Entity> Item,Note
Added object type: Entity <Entity> Item,Diary
Added object type: Entity <Entity> Item,Lantern
Added object type: Entity <Entity> Item,Health
Added object type: Entity <Entity> Item,Sanity
Added object type: Entity <Entity> Item,LampOil
Added object type: Entity <Entity> Item,Tinderbox
Added object type: Entity <Entity> Item,HandObject
Added object type: Entity <Entity> Chest
Added object type: Entity <Entity> OilBarrel
Added object type: Entity <Entity> EmotionStone
Added object type: Entity <Entity> NPC
Added object type: Entity <Entity> LevelDoor
Added object type: Entity <Entity> CritterBug
Added object type: Entity <Entity> CritterSpider
Added object type: Entity <Entity> Enemy_Grunt
Added object type: Entity <Entity> Enemy_WaterLurker
Added object type: Entity <Entity> PlayerHands
Added object type: Entity <Entity> HandObject
Added object type: Area <Area> Script
Added object type: Area <Area> PosNode
Added object type: Area <Area> Flashback
Added object type: Area <Area> Sign
Added object type: Area <Area> SlimeDamage
Added object type: Area <Area> Examine
Added object type: Area <Area> Insanity
Added object type: Area <Area> Ladder
Added object type: Area <Area> Liquid
Added object type: Area <Area> Sticky
Added object type: Area <Area> Rope
Added object type: Area <Area> PathNode
Added object type: Area <Area> PlayerStart
Added object type: Primitive <Plane>
Added object type: Decal <Decal>
Added object type: FogArea <FogArea>

/////////////////////////////////////////////////////////////////
// Resetting scene
/////////////////////////////////////////////////////////////////

--------------------------------------------------------

Game Running
--------------------------------------------------------

/////////////////////////////////////////////////////////////////
// Resetting scene
/////////////////////////////////////////////////////////////////


/////////////////////////////////////////////////////////////////
// Loading file P:/Jocs/Amnesia - The Dark Descent/Amnesia - The Dark Descent/redist/SnowyDeath/maps/Ice_plane.map
/////////////////////////////////////////////////////////////////


/////////////////////////////////////////////////////////////////
// Loaded successfully
/////////////////////////////////////////////////////////////////

ERROR: Couldn't create material 'P:/Jocs/Amnesia - The Dark Descent/Amnesia - The Dark Descent/redist/SnowyDeath/entities/gameplay/car/car_wheels.mat'
Failed parsing of XML document P:/Jocs/Amnesia - The Dark Descent/Amnesia - The Dark Descent/redist/entities/snowydeath/item/flashlight/flashlight.ent in line 1, column 1
ERROR: Could not parse/load XML from P:/Jocs/Amnesia - The Dark Descent/Amnesia - The Dark Descent/redist/entities/snowydeath/item/flashlight/flashlight.ent

I make it this way because then you will feel more immersed, who puts his hand in his face with a flashlight?

Just make the model to be invisible.

"Veni, vidi, vici."
"I came, I saw, I conquered."
03-19-2013, 07:30 AM
Find
The chaser Offline
Posting Freak

Posts: 2,486
Threads: 76
Joined: Jun 2012
Reputation: 113
#9
RE: IFC lantern help?

(03-19-2013, 07:30 AM)JustAnotherPlayer Wrote:
(03-18-2013, 05:41 PM)The chaser Wrote: For your information, the lantern doesn't have any model or animation: Just like Slender.
How could I achieve this? When I open the folder where the entity is (in the level editor) it crashes.

LevelEditor.log:

Spoiler below!
-------- THE HPL ENGINE LOG ------------
Engine build ID 20100819012504

Creating Engine Modules
--------------------------------------------------------
Creating graphics module
Creating system module
Creating resource module
Creating input module
Creating sound module
Creating physics module
Creating ai module
Creating gui module
Creating generate module
Creating haptic module
Creating scene module
--------------------------------------------------------

Initializing Resources Module
--------------------------------------------------------
Creating loader handlers
Creating resource managers
Adding loaders to handlers
--------------------------------------------------------

Initializing Graphics Module
--------------------------------------------------------
Setting video mode: 1250 x 875 - 32 bpp
Init Glew...OK
Setting up OpenGL
Vendor: NVIDIA Corporation
Renderer: GeForce 210/PCIe/SSE2
Version: 3.3.0
Max texture image units: 32
Max texture coord units: 8
Max user clip planes: 8
Two sided stencil: 1
Vertex Buffer Object: 1
Anisotropic filtering: 1
Max Anisotropic degree: 16
Multisampling: 1
Texture compression: 1
Texture compression S3TC: 1
Auto generate MipMaps: 1
Render to texture: 1
Max draw buffers: 8
Max color render targets: 8
Packed depth-stencil: 1
Texture float: 1
GLSL Version: 3.30 NVIDIA via Cg compiler
ShaderModel 2: 1
ShaderModel 3: 1
ShaderModel 4: 1
OGL ATIFragmentShader: 0
Adding engine materials
Initializing DevIL
Vendor String: Abysmal Software
Version String: Developer's Image Library (DevIL) 1.6.8pre Aug 12 2006
Version Number: 168
Adding engine post effects
--------------------------------------------------------

Initializing Sound Module
--------------------------------------------------------
Initializing OpenAL
Available OpenAL devices:
0. Generic Software on Speakers (Realtek High Definition Audio)(OpenAL default)
1. Generic Software on Realtek Digital Output (Realtek High Definition Audio)
2. Generic Software on Bluetooth Audio Renderer (Bluetooth Stereo Audio)
3. Generic Software on Bluetooth Audio Renderer (LG GS290 (Stereo Audio))
Trying to open device 'Generic Software on Speakers (Realtek High Definition Audio)'... Success!
Number of mono sources: 32
Streaming setup: 2 Buffers x 524288 bytes each
--------------------------------------------------------

Initializing Game Module
--------------------------------------------------------
Adding engine updates
Initializing script functions
--------------------------------------------------------

User Initialization
--------------------------------------------------------
-----------------------------------------------------
LevelEditor Build ID: 20100917115131
-----------------------------------------------------
Created Entity Loader
Added object type: Compound <Compound>
Added object type: Light <BoxLight>
Added object type: Light <PointLight>
Added object type: Light <SpotLight>
Added object type: Billboard <Billboard>
Added object type: Particle System <ParticleSystem>
Added object type: Sound <Sound>
Added object type: Static Object <StaticObject>
Added object type: Entity <Entity> StaticProp
Added object type: Entity <Entity> CommentaryIcon
Added object type: Entity <Entity> Object,Static
Added object type: Entity <Entity> Object,Grab
Added object type: Entity <Entity> Object,Push
Added object type: Entity <Entity> Object,Slide
Added object type: Entity <Entity> SwingDoor
Added object type: Entity <Entity> Lever
Added object type: Entity <Entity> Wheel
Added object type: Entity <Entity> MultiSlider
Added object type: Entity <Entity> Lamp
Added object type: Entity <Entity> Button
Added object type: Entity <Entity> Photocell
Added object type: Entity <Entity> MoveObject
Added object type: Entity <Entity> Item,Puzzle
Added object type: Entity <Entity> Item,Coins
Added object type: Entity <Entity> Item,Note
Added object type: Entity <Entity> Item,Diary
Added object type: Entity <Entity> Item,Lantern
Added object type: Entity <Entity> Item,Health
Added object type: Entity <Entity> Item,Sanity
Added object type: Entity <Entity> Item,LampOil
Added object type: Entity <Entity> Item,Tinderbox
Added object type: Entity <Entity> Item,HandObject
Added object type: Entity <Entity> Chest
Added object type: Entity <Entity> OilBarrel
Added object type: Entity <Entity> EmotionStone
Added object type: Entity <Entity> NPC
Added object type: Entity <Entity> LevelDoor
Added object type: Entity <Entity> CritterBug
Added object type: Entity <Entity> CritterSpider
Added object type: Entity <Entity> Enemy_Grunt
Added object type: Entity <Entity> Enemy_WaterLurker
Added object type: Entity <Entity> PlayerHands
Added object type: Entity <Entity> HandObject
Added object type: Area <Area> Script
Added object type: Area <Area> PosNode
Added object type: Area <Area> Flashback
Added object type: Area <Area> Sign
Added object type: Area <Area> SlimeDamage
Added object type: Area <Area> Examine
Added object type: Area <Area> Insanity
Added object type: Area <Area> Ladder
Added object type: Area <Area> Liquid
Added object type: Area <Area> Sticky
Added object type: Area <Area> Rope
Added object type: Area <Area> PathNode
Added object type: Area <Area> PlayerStart
Added object type: Primitive <Plane>
Added object type: Decal <Decal>
Added object type: FogArea <FogArea>

/////////////////////////////////////////////////////////////////
// Resetting scene
/////////////////////////////////////////////////////////////////

--------------------------------------------------------

Game Running
--------------------------------------------------------

/////////////////////////////////////////////////////////////////
// Resetting scene
/////////////////////////////////////////////////////////////////


/////////////////////////////////////////////////////////////////
// Loading file P:/Jocs/Amnesia - The Dark Descent/Amnesia - The Dark Descent/redist/SnowyDeath/maps/Ice_plane.map
/////////////////////////////////////////////////////////////////


/////////////////////////////////////////////////////////////////
// Loaded successfully
/////////////////////////////////////////////////////////////////

ERROR: Couldn't create material 'P:/Jocs/Amnesia - The Dark Descent/Amnesia - The Dark Descent/redist/SnowyDeath/entities/gameplay/car/car_wheels.mat'
Failed parsing of XML document P:/Jocs/Amnesia - The Dark Descent/Amnesia - The Dark Descent/redist/entities/snowydeath/item/flashlight/flashlight.ent in line 1, column 1
ERROR: Could not parse/load XML from P:/Jocs/Amnesia - The Dark Descent/Amnesia - The Dark Descent/redist/entities/snowydeath/item/flashlight/flashlight.ent

I make it this way because then you will feel more immersed, who puts his hand in his face with a flashlight?

Just make the model to be invisible.

My god... how could I miss that.
Ofc, then I make the hands invisile too, and...

A LOT OF THANKS, BUDDY!

THE OTHERWORLD (WIP)
[Image: k6vbdhu]

Aculy iz dolan.
03-19-2013, 02:35 PM
Find
PutraenusAlivius Offline
Posting Freak

Posts: 4,713
Threads: 75
Joined: Dec 2012
Reputation: 119
#10
RE: IFC lantern help?

(03-19-2013, 02:35 PM)The chaser Wrote:
(03-19-2013, 07:30 AM)JustAnotherPlayer Wrote:
(03-18-2013, 05:41 PM)The chaser Wrote: For your information, the lantern doesn't have any model or animation: Just like Slender.
How could I achieve this? When I open the folder where the entity is (in the level editor) it crashes.

LevelEditor.log:

Spoiler below!
-------- THE HPL ENGINE LOG ------------
Engine build ID 20100819012504

Creating Engine Modules
--------------------------------------------------------
Creating graphics module
Creating system module
Creating resource module
Creating input module
Creating sound module
Creating physics module
Creating ai module
Creating gui module
Creating generate module
Creating haptic module
Creating scene module
--------------------------------------------------------

Initializing Resources Module
--------------------------------------------------------
Creating loader handlers
Creating resource managers
Adding loaders to handlers
--------------------------------------------------------

Initializing Graphics Module
--------------------------------------------------------
Setting video mode: 1250 x 875 - 32 bpp
Init Glew...OK
Setting up OpenGL
Vendor: NVIDIA Corporation
Renderer: GeForce 210/PCIe/SSE2
Version: 3.3.0
Max texture image units: 32
Max texture coord units: 8
Max user clip planes: 8
Two sided stencil: 1
Vertex Buffer Object: 1
Anisotropic filtering: 1
Max Anisotropic degree: 16
Multisampling: 1
Texture compression: 1
Texture compression S3TC: 1
Auto generate MipMaps: 1
Render to texture: 1
Max draw buffers: 8
Max color render targets: 8
Packed depth-stencil: 1
Texture float: 1
GLSL Version: 3.30 NVIDIA via Cg compiler
ShaderModel 2: 1
ShaderModel 3: 1
ShaderModel 4: 1
OGL ATIFragmentShader: 0
Adding engine materials
Initializing DevIL
Vendor String: Abysmal Software
Version String: Developer's Image Library (DevIL) 1.6.8pre Aug 12 2006
Version Number: 168
Adding engine post effects
--------------------------------------------------------

Initializing Sound Module
--------------------------------------------------------
Initializing OpenAL
Available OpenAL devices:
0. Generic Software on Speakers (Realtek High Definition Audio)(OpenAL default)
1. Generic Software on Realtek Digital Output (Realtek High Definition Audio)
2. Generic Software on Bluetooth Audio Renderer (Bluetooth Stereo Audio)
3. Generic Software on Bluetooth Audio Renderer (LG GS290 (Stereo Audio))
Trying to open device 'Generic Software on Speakers (Realtek High Definition Audio)'... Success!
Number of mono sources: 32
Streaming setup: 2 Buffers x 524288 bytes each
--------------------------------------------------------

Initializing Game Module
--------------------------------------------------------
Adding engine updates
Initializing script functions
--------------------------------------------------------

User Initialization
--------------------------------------------------------
-----------------------------------------------------
LevelEditor Build ID: 20100917115131
-----------------------------------------------------
Created Entity Loader
Added object type: Compound <Compound>
Added object type: Light <BoxLight>
Added object type: Light <PointLight>
Added object type: Light <SpotLight>
Added object type: Billboard <Billboard>
Added object type: Particle System <ParticleSystem>
Added object type: Sound <Sound>
Added object type: Static Object <StaticObject>
Added object type: Entity <Entity> StaticProp
Added object type: Entity <Entity> CommentaryIcon
Added object type: Entity <Entity> Object,Static
Added object type: Entity <Entity> Object,Grab
Added object type: Entity <Entity> Object,Push
Added object type: Entity <Entity> Object,Slide
Added object type: Entity <Entity> SwingDoor
Added object type: Entity <Entity> Lever
Added object type: Entity <Entity> Wheel
Added object type: Entity <Entity> MultiSlider
Added object type: Entity <Entity> Lamp
Added object type: Entity <Entity> Button
Added object type: Entity <Entity> Photocell
Added object type: Entity <Entity> MoveObject
Added object type: Entity <Entity> Item,Puzzle
Added object type: Entity <Entity> Item,Coins
Added object type: Entity <Entity> Item,Note
Added object type: Entity <Entity> Item,Diary
Added object type: Entity <Entity> Item,Lantern
Added object type: Entity <Entity> Item,Health
Added object type: Entity <Entity> Item,Sanity
Added object type: Entity <Entity> Item,LampOil
Added object type: Entity <Entity> Item,Tinderbox
Added object type: Entity <Entity> Item,HandObject
Added object type: Entity <Entity> Chest
Added object type: Entity <Entity> OilBarrel
Added object type: Entity <Entity> EmotionStone
Added object type: Entity <Entity> NPC
Added object type: Entity <Entity> LevelDoor
Added object type: Entity <Entity> CritterBug
Added object type: Entity <Entity> CritterSpider
Added object type: Entity <Entity> Enemy_Grunt
Added object type: Entity <Entity> Enemy_WaterLurker
Added object type: Entity <Entity> PlayerHands
Added object type: Entity <Entity> HandObject
Added object type: Area <Area> Script
Added object type: Area <Area> PosNode
Added object type: Area <Area> Flashback
Added object type: Area <Area> Sign
Added object type: Area <Area> SlimeDamage
Added object type: Area <Area> Examine
Added object type: Area <Area> Insanity
Added object type: Area <Area> Ladder
Added object type: Area <Area> Liquid
Added object type: Area <Area> Sticky
Added object type: Area <Area> Rope
Added object type: Area <Area> PathNode
Added object type: Area <Area> PlayerStart
Added object type: Primitive <Plane>
Added object type: Decal <Decal>
Added object type: FogArea <FogArea>

/////////////////////////////////////////////////////////////////
// Resetting scene
/////////////////////////////////////////////////////////////////

--------------------------------------------------------

Game Running
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/////////////////////////////////////////////////////////////////
// Resetting scene
/////////////////////////////////////////////////////////////////


/////////////////////////////////////////////////////////////////
// Loading file P:/Jocs/Amnesia - The Dark Descent/Amnesia - The Dark Descent/redist/SnowyDeath/maps/Ice_plane.map
/////////////////////////////////////////////////////////////////


/////////////////////////////////////////////////////////////////
// Loaded successfully
/////////////////////////////////////////////////////////////////

ERROR: Couldn't create material 'P:/Jocs/Amnesia - The Dark Descent/Amnesia - The Dark Descent/redist/SnowyDeath/entities/gameplay/car/car_wheels.mat'
Failed parsing of XML document P:/Jocs/Amnesia - The Dark Descent/Amnesia - The Dark Descent/redist/entities/snowydeath/item/flashlight/flashlight.ent in line 1, column 1
ERROR: Could not parse/load XML from P:/Jocs/Amnesia - The Dark Descent/Amnesia - The Dark Descent/redist/entities/snowydeath/item/flashlight/flashlight.ent

I make it this way because then you will feel more immersed, who puts his hand in his face with a flashlight?

Just make the model to be invisible.

My god... how could I miss that.
Ofc, then I make the hands invisile too, and...

A LOT OF THANKS, BUDDY!
....That worked? I was only joking! Oh well, glad it worked out.

"Veni, vidi, vici."
"I came, I saw, I conquered."
03-19-2013, 02:53 PM
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