Nightmare Mode - Current: NM_Edana

furion001

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Thothie said:
furion001 said:
I altered the model fixed a few animations
Run/walk animations must actually move forward and loop, to be indicated by LX or LY (depending on orientation). Might have boffed that up in the edit.

You can add #include monsters/base_propelled - if you can't figure how to fix that - might have the additional advantage of offering some ghost-like sliding movement, in this case.

If you want to take the regular rat, and just make him glow, add to npc_spawn:
setprop ent_me rendermode 5
setprop ent_me renderamt 255

Beware that additive render critters (be it model, or renderprop) have a habit of vanishing when they get a glow shell DOT... Thus there is also an addparam called "make_ghost", which applies the renderprops above, and periodically compensates for glow shell invisibility.

Thanks I'll give it a shot then and let you know of the results
 

zeus9860

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Wait... isn't caluminium slowly working on nm_edana too? :oldshock:
 

Caluminium

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Not anymore, but if Furion wants my .rmf that I was working on he can have it (for ideas).
 

furion001

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7E4E0773225AB1D59F3F3FF21C888BB7989775CE

Ghost rats!
And their run animations work superbly now

Tis' a shame there isn't a ghostly mist effect I can put on them,
 

zeus9860

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That looks good. :mrgreen:
 

Thothie

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furion001 said:
Tis' a shame there isn't a ghostly mist effect I can put on them,
ancient_aliens_impossibru.gif

I'm not sure if any if our scripters in training are up to client-side effects yet though. Certainly one of the screwier aspects of the system.

Granted, the bloom might reduce them to mist, if you have it set high enough. ;) (I think you can max it out with "ext_darkenbloom;0" on a trigger's script event properties - though maybe we can work a custom filter for the map.)

Not sure if you want a white sprite-fog mist, or some sort of distortion effect though. You can do the distortion effect with setprop ent_me renderfx 16, I think.
 

furion001

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Thothie said:
furion001 said:
Tis' a shame there isn't a ghostly mist effect I can put on them,
ancient_aliens_impossibru.gif

I'm not sure if any if our scripters in training are up to client-side effects yet though. Certainly one of the screwier aspects of the system.

Granted, the bloom might reduce them to mist, if you have it set high enough. ;) (I think you can max it out with "ext_darkenbloom;0" on a trigger's script event properties - though maybe we can work a custom filter for the map.)

Not sure if you want a white sprite-fog mist, or some sort of distortion effect though. You can do the distortion effect with setprop ent_me renderfx 16, I think.

Both a sprite fog and the distort imo would be awesome :D
 
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