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  23:53:06  14 October 2013
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cOldSnake
modeler
(Resident)

 

 
On forum: 07/11/2011
Messages: 197

---QUOTATION---

Thank you very much
I guess it is OK for me to use it in the next version of the overhaul? You will of course be credited for your work

R1 is static lighting (DX8), is that correct?
I am using Meltac's shaders (version 1.1 Beta) So having it work with dynamic lightning would be nice.
---END QUOTATION---



Its ok,no problem
  11:27:56  15 October 2013
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olivius74
Senior Resident
 

 
On forum: 11/19/2010
 

Message edited by:
olivius74
10/15/2013 14:34:18
Messages: 1973
The link requires me to send an SMS to get a key to unlock the download?

Just clic "no,thanks" at the bottom of page :

http://i.imgur.com/KFfVg4Y.png

But I upload on my dropBox and give the link here :

https://www.dropbox.com/s/twariandysk5psb/SWTC_2.0_Silver.7z

Very happy to see the new version!Shader's Meltac,Artefact A ,more challenge...
a must have for who knows this mod...and of course all others!

Thank's for all your fantastic work !
  13:42:11  15 October 2013
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100RadsBar
100RadsBar - Formerly known as LoboTheMan
(Resident)

 

 
On forum: 06/03/2009
Messages: 1636

---QUOTATION---
The link requires me to send an SMS to get a key to unlock the download?

Just clic "no,thanks" at the bottom of page :

http://i.imgur.com/KFfVg4Y.png

But I upload on my dropBox and give the link in one hour.

Very happy to see the new version!Shader's Meltac,Artefact A ,more challenge...
a must have for who knows this mod...and of course all others!

Thank's for all your fantastic work !
---END QUOTATION---



He he better open my eyes the next time
Downloading now
  20:56:48  15 October 2013
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100RadsBar
100RadsBar - Formerly known as LoboTheMan
(Resident)

 

 
On forum: 06/03/2009
Messages: 1636
I have tested with all artifacts, and they work as intended

Off to the next item on the list
  11:04:47  4 November 2013
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100RadsBar
100RadsBar - Formerly known as LoboTheMan
(Resident)

 

 
On forum: 06/03/2009
Messages: 1636
So the next installment is well on the way (version 3.3, or 4.0 as it might end up getting named, since the changes are more substantial than the previous version).

If there are any gripes, suggestions, etc.
Now would be a good time to voice them
  01:07:16  29 December 2013
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100RadsBar
100RadsBar - Formerly known as LoboTheMan
(Resident)

 

 
On forum: 06/03/2009
Messages: 1636
spawn points?

So, I am mucking about in the all.spawn, I am moving/changing a couple of the level-changers.
One thing that I can't find is where the coordinates are stored, when you enter a level/are spawned into the level when the level loads.

How and where is it defined, where you start a level?

Any help is greatly appreciated
  01:19:38  29 December 2013
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Bangalore
Robberbaron
(Resident)

 

 
On forum: 02/17/2008
Messages: 1148

---QUOTATION---
spawn points?

So, I am mucking about in the all.spawn, I am moving/changing a couple of the level-changers.
One thing that I can't find is where the coordinates are stored, when you enter a level/are spawned into the level when the level loads.

How and where is it defined, where you start a level?

Any help is greatly appreciated
---END QUOTATION---



Actor is spawned on the destination graph point of target map, you have just to look at the level changer dest_graph_point part.
The name of the graph point can be seen only in level editor, but afaik level changers work without correct graph point names, just the proper coordinates/vertex values are important.
  20:26:12  29 December 2013
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100RadsBar
100RadsBar - Formerly known as LoboTheMan
(Resident)

 

 
On forum: 06/03/2009
Messages: 1636

---QUOTATION---
spawn points?

So, I am mucking about in the all.spawn, I am moving/changing a couple of the level-changers.
One thing that I can't find is where the coordinates are stored, when you enter a level/are spawned into the level when the level loads.

How and where is it defined, where you start a level?

Any help is greatly appreciated

Actor is spawned on the destination graph point of target map, you have just to look at the level changer dest_graph_point part.
The name of the graph point can be seen only in level editor, but afaik level changers work without correct graph point names, just the proper coordinates/vertex values are important.
---END QUOTATION---



Thanks for the reply
The GGTool is that available as a stand-alone tool, or is it part of the SDK? I read the article on ModDB you wrote, very good artivle I must say
  15:26:49  30 December 2013
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angrydog
Senior Resident
 

 
On forum: 09/01/2009
Messages: 3341

---QUOTATION---
spawn points?

So, I am mucking about in the all.spawn, I am moving/changing a couple of the level-changers.
One thing that I can't find is where the coordinates are stored, when you enter a level/are spawned into the level when the level loads.

How and where is it defined, where you start a level?

Any help is greatly appreciated
---END QUOTATION---



destination coordinates are contained in the LC properties:

; cse_alife_level_changer properties
dest_game_vertex_id = 813
dest_level_vertex_id = 1321
dest_position = -188.877655029297,3.94756889343262,-193.695678710938
dest_direction = 0,-1.12671363353729,0

just change those coordinates and you change where the LC drops you. you can ignore the level_name & graph_point
  17:04:20  30 December 2013
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Bangalore
Robberbaron
(Resident)

 

 
On forum: 02/17/2008
 

Message edited by:
Bangalore
12/30/2013 17:31:18
Messages: 1148

---QUOTATION---
The GGTool is that available as a stand-alone tool, or is it part of the SDK? I read the article on ModDB you wrote, very good artivle I must say
---END QUOTATION---



Thanks, but as angrydog said too, you don't need the sdk level editor or ggtool for this.
Ggtool is a 3rd party tool, and as i remember, it doesn't recover graph point names from game.graph, just the numbers and positions of game and level vertices.

You can grab GGtool from Bardak's asset tools:

http://www.stalkerin.gameru.net/modules.php?name=Downloads&d_op=getit&lid=288

http://www.stalkerin.gameru.net/modules.php?name=Downloads&d_op=getit&lid=348

You can find in this pack the aiwrapper tool too, which can output graph point coordinates, actor start points and map link points (both with exact graph point name) from game.graph with aiwrapper -dump_gp command.
 
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