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Serious Sam HD Workshop The official forum for Serious Sam: HD projects, be it maps, mods, or something else. |
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#721
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Gnaar
Joined: Jul 2016
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![]() Finally finished (most) of the maps, so the levels are now public on the workshop (LINK)
Thanks again for the help! The .gro is kinda messy, but it seems(?) to be functional. I've been messing around with possibly adding weapon models from the game (and adjusting the stats), but I'm still not 100% on some of the file structure stuff. I figure I'll make those separate mods, and if I've got it right, I'll edit what I need, and then just package the changes in a new .gro file, right? When I was playing around with stuff, it looks like it was changing files in the databases folder (and the models folder has, well, the models), so I think as long as I keep the file structure the same, I should be good to go to. Also, was working on changed the c4 model to the remote/prox mines like the Perfect Dark Remote Mines mod, and then realized that was your mod Ryason55, haha. In my messing around I was trying to make them not pickup-able. I dug around and figured out how to make it so they didn't add ammo when you picked it up, but you still picked it up. I thought maybe removing the touchfield on one of the items might do it, but I hadn't found it in the little time I messed around. Any idea on achieving at least that effect? I figure it's too difficult to do some kind of proximity mine, and I have no idea how to turn off the hud elements to show you where the mines are (I thought I had found a dangerous area ui setting or something, but it didn't change anything that I could tell). Still, it's fun digging into this stuff. I also installed UE4, so I may try porting the levels over to that too, but there's far less of a base with that in regards to weapons and such, so that will probably take longer. Last edited by KillerAJD; 07-29-2016 at 05:30 PM. |
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#722
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![]() Hi guys, I'm getting back into this editor scene and forgot literally almost everything.
I'm trying to create a terrain, I've come to the point where you assign diffuse textures. They strangely just don't appear and I have no clue why. I've set apparently everything, the editor says at the bottom: "Using exhaustive search to find file owning object (CStaticTexture)!" Last edited by Fungus; 08-13-2016 at 06:16 AM. |
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#723
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![]() Trying to use one of these chatroom call scripts people have been using lately. I can't get mine to play anything past the second chat call.
Code:
RunHandled( function() WaitForever() end, OnEvery(CustomEvent("XML_Log")), function(LogEvent) local Line = LogEvent:GetLine() if (string.find(Line, "<chat ") == 1) then local ChatString = string.match(Line, '">.*</chat>') local Chat = string.sub(ChatString, 3 , -8) Chat = string.lower(Chat) if (Chat == "Religions") or (Chat == "religions") then Religions:PlayOnce() end if (Chat == "Forgive Me") or (Chat == "please forgive me") then Forgive:PlayOnce() end if (Chat == "They are our last hope") or (Chat == "Hes our last hope") or (Chat == "our last hope") then LastHope:PlayOnce() end if (Chat == "My power") then Power:PlayOnce() end if (Chat == "You were my brother") or (Chat == "My brother") then Brother:PlayOnce() end if (Chat == "Use the Force") then Force:PlayOnce() end if (Chat == "I have you now") or (Chat == "I have you") then Haveyonow:PlayOnce() end end end)
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"Don't you have to be told to do things to be considered a slave?" |
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#724
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![]() All those chat commands need to be entirely lowercase. "Chat = string.lower(Chat)" makes the chat lines lowercase, which effectively makes it so that the capitalization is ignored when the user puts it in.
Last edited by Ryason55; 08-21-2016 at 09:24 AM. |
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#725
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![]() Yeah I figured it out but thank you kindly. Funnily enough I figured it out from a dream I had last night. haha
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"Don't you have to be told to do things to be considered a slave?" |
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#726
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![]() Is there a way to save the current table of players (names) to a file? (SS3 but it's a random question)
A little explanation: In console there exist these commands: Code:
> strSaveText("PathTo/file", "stringtowrite") > strLoadText_unsigned("PathTo/file") > gamListPlayers() Code:
worldInfo:LoadResource("PathTo/file.rsc") Code:
> function print(a) globals.x = a end gamListPlayers() print("blabla") --[[Here it still printed the table of players then I checked if my print() worked on globals.x]] > globals.x blabla A possible solution to this might be to run a loop in the Script entity to get all the players, store it to some PLACE and then read this PLACE from the console. Is there a way to make this work? Do you have an idea? Is it all in vain? Example of an expected code: Code:
-- SCRIPT ENTITY -- local x = worldInfo:GetAllEntitiesOfClass("CPlayerPuppetEntity") -- or get players in range 9001 worldGlobals.table = {} for i = 1, #x do worldGlobals.table[i] = x[i]:GetPlayerName() end -- CONSOLE -- > --[[somehow read the global table worldGlobals.table]] --[[do my magic]] Last idea with strLoadText_unsigned() was to have an external program to copy and paste last 20 lines of SeriousEditor.log or Sam3_Unrestricted.log into another file (File) in 0.1 second intervals and then do something like this: Code:
> gamListPlayers() A table of players. > globals.text = strLoadText_unsigned("Log/File") > -- now I can strip the string and do whatever I want with it Any ideas? Last edited by Adamasterr; 08-28-2016 at 04:58 PM. |
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#727
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![]() is there a way to configure the graphic settings for the editor's testing window, to be the same as my graphic settings in the game?
The editor just lags like crazy for me. |
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#728
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![]() Go into testing, then press F10 to bring up the menu.
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Since Old Lost Age I Shine My Serious Sam 3/HD Workshop While I do work for Croteam, I'm first of all of this community, so my opinions are my own and do not represent Croteam's views. Unless when I use this nice blue color I totally didn't steal from Blizzard. |
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#729
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#730
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![]() I have been struggling with this for a few weeks now, crumbs.
All tutorial videos make them work, but for some reason mine just won't. ![]() Terrain is the following: Diffuse 1 - Dry Ground.tex Diffuse 2 - Grass.tex When setting up crumbs, the only, but *only* layout option that grows them is [0] and it grows them over the whole terrain, regardless of texture. The rest of the options ([1],[2],[3]..) simply create nothing. What should I check? |
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#731
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![]() Your terrain shader settings have nothing to do with the crumbs. Are you sure you're following the tutorials well? I think the Talos one is pretty good.
__________________
Since Old Lost Age I Shine My Serious Sam 3/HD Workshop While I do work for Croteam, I'm first of all of this community, so my opinions are my own and do not represent Croteam's views. Unless when I use this nice blue color I totally didn't steal from Blizzard. Last edited by Solais; 09-25-2016 at 04:36 AM. |
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#732
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![]() Quote:
Anyway what I remembered (and it was sorta said here) was that the numbers in the crumb layout are corresponding to the diffuse textures, (i.e R,G,B as they appear in the paint and displace tool) The tut I linked is the one I'm following (crumbs at 13:50), I'll also make sure to check the Talos one but I'm pretty sure there is something between the lines I'm missing here. |
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#733
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![]() Anybody about the crumbs? following the Talos tut I ended up with the same issue. It's most likely something silly but I can't figure it out.
Pics of the Crumb settings and Terrain layers: http://imgur.com/a/ZfaMf It now bakes nothing. Previously it baked but created crumbs all over the terrain despite I only intended them on grass. what do, seriouszone.com? by the way, how do I attach WorldInfo to a variable in the script? tried selecting it from the entity list then dragging it with Ctrl+Alt+Shift but it just didn't drag. Last edited by Fungus; 10-04-2016 at 05:05 AM. |
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#734
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![]() Umm, the Terrain layers have -nothing- to do with the crumbs.
How does you crumbs mask look like? How the Texture UVMap looks like?
__________________
Since Old Lost Age I Shine My Serious Sam 3/HD Workshop While I do work for Croteam, I'm first of all of this community, so my opinions are my own and do not represent Croteam's views. Unless when I use this nice blue color I totally didn't steal from Blizzard. |
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#735
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![]() Quote:
It's the same as the terrain's mask texture. The other thing I simply don't know, does it look like something? ![]() |
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#736
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![]() Press Num8 in the terrain's mesh editor.
Also, you want the crumbs on the grass? Because above, the crumbs are on the G, as in, green layer. Yet the grass texture is on the red layer. You have to make a separate mask for the crumbs. Best way to make sure crumbs are working perfectly: 1. Create a new UVmap, maybe name in Mask. Make it a Planar one, projected on Y, and Fit UV. 2. Paint the crumbs mask while this "Mask" Uvmap is selected. 3. Add it to the crumbs entity, and set the Mask UVmap field to "Mask".
__________________
Since Old Lost Age I Shine My Serious Sam 3/HD Workshop While I do work for Croteam, I'm first of all of this community, so my opinions are my own and do not represent Croteam's views. Unless when I use this nice blue color I totally didn't steal from Blizzard. |
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#737
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![]() Quote:
The Serious Sam 2 era threads about this are gone and there's literally no information about this on the face on the internet atm. ![]() EDIT: Suddenly I realized it works by itself if only you write "worldInfo" instead of "WorldInfo". really makes you think. Last edited by Fungus; 10-11-2016 at 02:18 PM. |
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#738
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![]() You don't drag WorldInfo to a script. Just write "worldInfo" (yes, with small w), and it will be automatically picked up by the script.
__________________
Since Old Lost Age I Shine My Serious Sam 3/HD Workshop While I do work for Croteam, I'm first of all of this community, so my opinions are my own and do not represent Croteam's views. Unless when I use this nice blue color I totally didn't steal from Blizzard. |
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#739
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Gnaar
Joined: Jan 2017
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![]() Hello,
Is there any reason when im typing in the lua script editor that the auto-complete pop up list doesn't appear after I put in the ':' after my entity? (editor 3.5) I tested it with 'worldInfo:' and no list of auto-completed commands comes up. -Tried a bunch of different entity's and scenarios but it's as if mine is disabled. (Tried Ctrl+Space as it says that activates this auto-complete function) -Tried reinstalling the ss3+the editor after uninstalling and removing any files linked to either of the 2 but nope Makes me wonder if it's something to do with windows rather than SS ![]() Any help would be great, I'm hoping it's something blindingly obvious i'm doing/missed Thanks! -Ben |
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#740
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![]() Do you perhaps have multiple monitors? I know for example that on mine it appears on the other screen instead of the main one I use which is annoying but I got used to it.
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#741
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Gnaar
Joined: Jan 2017
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![]() I do, however I tried again but couldn't see the list hiding anywhere
![]() A fresh install of everything ss related but no joy Downloaded ss3+editor from another steam acc on another machine in the house and it works for them (dragging script into blank world and typing 'worldInfo:') ![]() Last edited by BenOkay; 01-25-2017 at 01:29 PM. |
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#742
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Gnaar
Joined: Jan 2017
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![]() Nevermind, found it
![]() There is no way to move this? lol ![]() Only appeared after I set my middle monitor res to 1920x1080 from 2560x1440 That image is the top of my left hand monitor which is 1920x1080 also Edit: Played about abit and managed to get it just visible on my left hand screen so all is good I guess Last edited by BenOkay; 01-25-2017 at 02:51 PM. |
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#743
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![]() Well, seems like we have a common issue there
![]() I hope CT will fix this if possible in the future |
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#744
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Gnaar
Joined: Jan 2017
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![]() HELLO
This has happened on 1 map only, so far.. I play with 2 others on SS when we test my modded version of the BFE campaign - One can see all the newly placed enemies, but one cannot see the newly placed enemies. (This includes workshop enemy resources as well as the original enemies from BFE) He can see the new enemy if I've changed an existing enemy that was already in the level, but if I drag a new Legged Character from the Entity List and do it that way or Copy/Paste an existing enemy, he can't see them when we play. Even if It's a basic Kleer ![]() It's happened on 'The Dark Bride' - and I have no clue why He can see newly added enemies on other maps Has anyone experienced that before? |
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