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MoonDog

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Posts posted by MoonDog

  1. I'm not a coder, but the scripting we use is very similar to C#.

     

    In scripting I might do something like that to see if a function and it's subsequent code has been executed since it is crucial to the function I'm threading. If not, return; or run func to grab my information in a global array to pass between several functions that are threaded and waiting for a flag, notify or specific information.

  2. No light preview, no prefab leveling, no layering, no animation preview, no alt drag, no Rot-z bind, no hide unselected, the Maya style free rotation gizmo is only in 1.5.0, glitchy floating windows mode for trying to design on multiple screens, no path spline preview, limited texture browsing convenience(there is none), no auto-caulk feature for bad faces, no terrain meshes, glitchy selection on complex or thickened patches, no control+alt+rclick or cntrl+alt+middlemouse for easy entity clone, no drop entities to floor, no drop vertices to surface, glitchy save as prefab, retarded counter-productive camera scheme for navigation.

  3. People have issues running Radiant on W8. As for preference between versions, that doesn't matter for collaboration. The only issue might be if some one works on the tiny grid settings in 1.5.0 and some one on the 1.4/1.6 style opens it and starts editing. However, you really should never ever need to work on such a small scale. In short, no Radiant doesn't need replacing.

  4. He's of great help actually, the problem is that the information you've required so far regarding ent modding is information plentiful in maps that shipped with the game. A great number of maps on JKHUB have interesting entity chaining as well. What you aren't getting, (and consequently the reason I give you so much shit) is that me just giving you a complete answer is detrimental to your modding abilities in the long run.

     

    People get all pissy(i.e., you, Deviance) that I'd rather give suggestions and tips rather than a straight answer, but let me make this point one final time. I call this the rule of the web. For every one problem a person has, in the time they spend researching the problem and solving it on their own, they may learn how to do two  or more things other than the solution to their problem.

     

    A person will pretty much chose the easiest path every time. It's a natural proclivity to expand less energy. So if I post a complete answer with lines of script, lines of ent code, etc... it's likely that it would be copy and pasted. The most that would be done is slight tweaking to fit it into a different mod. You wouldn't learn much that way.

     

    Now, if I tell you where to find the answer within a map you are getting a lot more. You have to decipher which lines of entities are applicable to your problem. In doing so you learn how to search and dissect an entity list quickly. You pay more attention to how the entities connect to each other and how these connections affect the flow. You're likely see combinations that you hadn't thought of that make solving a problem easier, or chaining entities more efficient. You may see a script that eliminates the need for a series of entities. The point is, you are going to glean a lot more knowledge than me simply flopping an answer in front of you. It's the fact that you don't understand that we really are trying to help you in the BEST way that is irritating. At a certain point you need to find the motivation to start increasing your knowledge. Or you can ride on the coattails of others, copy their ent coding and scripts, take their answers and be completely dependent. It's up to you.

    Circa, Asgarath83, Asulynn and 1 other like this
  5. MoonDog, IT IS NOT AS SIMPLE AS THAT I WISH IT WAS... I recently talked to seto and he was no help either.

     

     

    P.S. Seto is a great modder whom inspired a lot of ent modders. Your issue is again, really simple. I'd highly recommend you unpack as many SP bsps as possible from assets0.pk3 and go through their entities. There's literally a wealth of information ON YOUR COMPUTER you aren't using.

  6. Suit yourself, always nice to see other peoples' work (I routinely go into servers and see what inspirations I can use - I mean default stuff people've made use of) but don't come crying later if others have ''stolen'' your work.

     

    I've ever opened up MoonDog's FFA3 - bloody hell lost it too now... - the only thing I ever took was the origins for the sky which I found to be superior to any nearby origins I've ever taken.

     

     

    I was actually going to find and re-upload my ent mods here soon. Doesn't matter to me anymore that ent code got ripped around the block. It was really only back in the day however that it bothered me.. Because looking at how I did it is one thing, but a straight up copy and paste of the origins is another.

  7. For someone with a tendency to react very badly to constructive criticism of their own work, you're offering some very non-constructive and unhelpful comments Deviance.

     

    Glad someone else said it, was bugging the shit out of me. I hate it when people struggle with criticism, yet give no good crits in return.

     

     

    Chalk, it looks terrible right now man. Any time you are spending photosourcing a texture, or making a texture on this head is time wasted. Doesn't matter if it's 5, 10, or 15 minutes.

     

    Show wireframes of your most recent revisions to the head, as well as flat orthographic shots. Sam Witwer's odd facial features aside, your proportions are off on the facial anatomy in general. For instance look at the dorsum and radix of your model's nose in comparison to Witwer's

     

    actor2.jpg

     

    Yours is way to wide, and the length from the dorsum to the tip is too short. Now, the alae of your nose is way too wide and bulbous. I remember you were doing very well one one revision, then you went off the deep end again. What happened dude?

    ChalklYne and Circa like this
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