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		| Nocturnal   Member
 
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			| Custom Model on FCMod not working! 
 
				i am trying to use a custom light source for my fcmod. when i try to use the light source, it works. But! It then turns into the original lantern from tdd. this is annoying as hell. Please help.
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	| 08-10-2015, 03:54 AM |  |  
	
		| Romulator   Not Tech Support ;-)
 
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			| RE: Custom Model on FCMod not working! 
 
				What doesn't work? Are you picking up your lantern entity, but when you use the lantern, end up with TDD's lantern?
			 
 Discord: Romulator#0001
![[Image: 3f6f01a904.png]](https://puu.sh/zOxJg/3f6f01a904.png) |  |  
	| 08-10-2015, 04:31 AM |  |  
	
		| Nocturnal   Member
 
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			| RE: Custom Model on FCMod not working! 
 
				 (08-10-2015, 04:31 AM)Romulator Wrote:  What doesn't work? Are you picking up your lantern entity, but when you use the lantern, end up with TDD's lantern? 
yes. BINGO. True blue! You figured it out :D I am picking up the entity in the game! and it then... TURNS INTO A F*CKING LANTERN!!
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	| 08-10-2015, 05:22 AM |  |  
	
		| Romulator   Not Tech Support ;-)
 
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			| RE: Custom Model on FCMod not working! 
 
				 (08-10-2015, 05:22 AM)GameEnthusiast Wrote:   (08-10-2015, 04:31 AM)Romulator Wrote:  What doesn't work? Are you picking up your lantern entity, but when you use the lantern, end up with TDD's lantern? yes. BINGO. True blue! You figured it out
  I am picking up the entity in the game! and it then... TURNS INTO A LANTERN!! 
Have you replaced the lantern in the "models/hand_objects/lantern" directory in your Full Conversion folder? Have you also added your models folder to your Full Conversion's resources.cfg file?
			 
 Discord: Romulator#0001
![[Image: 3f6f01a904.png]](https://puu.sh/zOxJg/3f6f01a904.png) 
				
(This post was last modified: 08-10-2015, 05:25 AM by Romulator.)
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	| 08-10-2015, 05:24 AM |  |  
	
		| Nocturnal   Member
 
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			| RE: Custom Model on FCMod not working! 
 
				 (08-10-2015, 05:24 AM)Romulator Wrote:   (08-10-2015, 05:22 AM)GameEnthusiast Wrote:   (08-10-2015, 04:31 AM)Romulator Wrote:  What doesn't work? Are you picking up your lantern entity, but when you use the lantern, end up with TDD's lantern? yes. BINGO. True blue! You figured it out :D I am picking up the entity in the game! and it then... TURNS INTO A LANTERN!!
 Have you replaced the lantern in the "models/hand_objects/lantern" directory in your Full Conversion folder? Have you also added your models folder to your Full Conversion's resources.cfg file?
 
yes, i have. both
			 
				
(This post was last modified: 08-10-2015, 05:44 AM by Nocturnal.)
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	| 08-10-2015, 05:43 AM |  |  
	
		| Daemian   Posting Freak
 
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			| RE: Custom Model on FCMod not working! 
 
				In your mod's resources.cfg ([your_mod]/resources.cfg) put your mod first on the list and remove /models, you don't need that dir anymore.
 And change the name of your entity, remember there's a lantern entity inside /items named lantern.ent or something. Call yours something else, like DoomLantern.ent and put that one in game.
 
 If you put DoomLantern.ent in LevelEditor and it doesn't work or the item is not visible or something weird, check [game_dir]/resources.cfg, your mod has to be listed to be able to load your files.
 
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	| 08-10-2015, 01:22 PM |  |  
	
		| Nocturnal   Member
 
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			| RE: Custom Model on FCMod not working! 
 
				 (08-10-2015, 01:22 PM)Daemian Wrote:  In your mod's resources.cfg ([your_mod]/resources.cfg) put your mod first on the list and remove /models, you don't need that dir anymore.
 And change the name of your entity, remember there's a lantern entity inside /items named lantern.ent or something. Call yours something else, like DoomLantern.ent and put that one in game.
 
 If you put DoomLantern.ent in LevelEditor and it doesn't work or the item is not visible or something weird, check [game_dir]/resources.cfg, your mod has to be listed to be able to load your files.
 
ok then ^_^ thanks! i accually wanted to have a flashlight, or phone btw. and i have the correct models files, hand and light source. and i removed it, but then it is still the same. yes i do have my mod dame dir in the resource.cfg
 
 
i got it fixed! i had hand lantern.ent also in there. that was the problem
 
Also is El Fantasma cancelled?
			 
				
(This post was last modified: 08-10-2015, 06:05 PM by Traggey.)
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	| 08-10-2015, 03:39 PM |  |  
	
		| Traggey   is mildly amused
 
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			| RE: Custom Model on FCMod not working! 
 
				GameEnthusiast, do not double post. Thanks.
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	| 08-10-2015, 06:05 PM |  |  
	
		| Daemian   Posting Freak
 
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			| RE: Custom Model on FCMod not working! 
 
				 (08-10-2015, 03:39 PM)GameEnthusiast Wrote:  Also is El Fantasma cancelled? 
Never! Like many others, I just need time.  
I can't let that die, there's a couple of features -which I find very interesting- that I'd like to share with the community and it was kinda hard for me to achieve. There is one which I'm proud of, that involves a second player to help you go on (think about it, how would that be possible?). I can't wait to complete it, I do have all the assets I need, a good base, from here on it's just code, and maybe voice acting, but that comes by its own when it's released. 
(Let's see if I have to move the whole project to SOMA...) ty for asking.
			 
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	| 08-10-2015, 09:58 PM |  |  
	
		| Nocturnal   Member
 
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			| RE: Custom Model on FCMod not working! 
 
				 (08-10-2015, 06:05 PM)Traggey Wrote:  GameEnthusiast, do not double post. Thanks. 
sorry. did not realize that was what i did. just wanted to ask Amn if it was cancelled
 
  (08-10-2015, 09:58 PM)Daemian Wrote:   (08-10-2015, 03:39 PM)GameEnthusiast Wrote:  Also is El Fantasma cancelled? Never! Like many others, I just need time.
 I can't let that die, there's a couple of features -which I find very interesting- that I'd like to share with the community and it was kinda hard for me to achieve. There is one which I'm proud of, that involves a second player to help you go on (think about it, how would that be possible?). I can't wait to complete it, I do have all the assets I need, a good base, from here on it's just code, and maybe voice acting, but that comes by its own when it's released.
 (Let's see if I have to move the whole project to SOMA...) ty for asking.
 
Well you can do that. but you just have to do a teleport thing like degresiophobia had. So that should get that past that problem.
			 
				
(This post was last modified: 08-11-2015, 12:09 AM by Nocturnal.)
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	| 08-11-2015, 12:05 AM |  |  |