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Posts posted by Milamber
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@mjt You should make that setup guide for netradiant.
Aldro Koon, Artemis and Atlas like this -
If your goal is to only turn all the map objects into player objects you'll still have issues with things like the crosshair changing color and position when hovering over the player hiding as the prop. You'll need code changes, and solving this issue of having players as props is better done in code than with custom models.
Droidy365 likes this -
Looking good ^^
PreFXDesigns likes this -
yah:
swegmaster, Barricade24, Jeff and 6 others like this -
Yeah I made this: https://github.com/Milamber0/TarasciiMadness It's not quite prophunt, it's based on "Suicide Barrels" from garry's mod.
It's functional as a gamemode, just has an annoying bug where the server will keep poking people to download the client plugin, even if they have it. Should be an easy enough fix.
It already implements controlling 1 specific prop so you could take that from it at least and expand upon it.
Smoo and PreFXDesigns like this -
My advice would be to look up some artist reviews of the Monoprice one, someone who compares it to Cintiq for example and see what people say about it after actually having used both.
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I got one that's kind of too good for me that I got some years back.
Wacom Cintiq 21UX mounted on an arm stand like this:
I had a bamboo fun at first but I could never get used to not looking where I was working
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Archangel35757 and Merek like this -
I guess I could have named it shorter xD, but it didn't come up as a problem while testing.
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You emailed me something? :|
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I fixed it, Was doing something wrong with the .ase export from 3ds Max
Aldro Koon likes this -
Here's a little comparison exercise, just for fun.
I can see that the lips still need work...
kinda makes me think of:
Barricade24, Vabulletizer and JAWSFreelao like this -
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You make 1 silly teapot and 1 santa hat (over a year ago!) and people start thinking you're the silly requests guy
Honestly though, I'd love to but I don't even have time for tiny requests like this atm :/ sorry, seems to be a fun idea though xD good luck with it. (if you still haven't managed to get it until June, ask me then) -
No offense but could you do a better quality video? When it gets dark It's just plain painful to watch, and it's dark in so many places.
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There wasn't anything to really point out
Bek likes this -
I think TCW had the design first, since TOR has used other outfits from the show too, like Mother Talzin's.
Here's the latest version, what do folks think of the mask now?
I don't see anything wrong with the mask anymore ^^ except the color being too dull gold now.
sorry for being so picky, only being so picky because you're doing good
PierceDoughty likes this -
I would suggest the problem lies in the thickness of the golden stripe down the middle of the face, I agree it looks the way you say, but when I compare the model head with the reference you showed I feel the distance between the edge of the golden stripe and the eyes are about the same. But the reference has a thinner golden stripe, so even though it looks kinda the same overall, the reference is a bit more accurate to anatomy because it's thinner in the middle.
If that made sense. But yeah, I agree it doesn't look bad the way it is now either, and yes the show seems to have gone a bit overboard with the width, but I think there's still something that could be done ^^ Sorry for being so picky (also the reference has wider eye slits in general it seems)
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So I went to edit the eyeslits of the Temple Guard and ended up getting a little carried away when I found some great reference material.
Here's the new model:
Not to nag or anything but
did you decide on the eye width not needing a fix?
Lazarus likes this -
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It kinda seems that way:
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This might be kinda late and I haven't read the entire topic so correct me if I'm saying something wrong.
but aren't the eye-slits kinda far apart?
Jolly likes this -
Could I suggest looking up some wrinkle/folds tutorial of sorts? you have a lot of wrinkles/folds that don't really make sense to me.
Scerendo likes this -
"I'm a GREAT Kraken"
Kualan and BelugaArts like this
NPCs having choppy movement (MP)
in Modding Assistance
Posted
So g_smoothClients 1 will make the game code try to extrapolate position of entities after clients have done their prediction. However 2 things seem to be wrong here, 1 it's also hardcoded to a sv_fps of 20, and even on jampded setting g_smoothClients 1 causes laggy updates. So I'm not sure if this code has ever worked as intended.
I'll be pushing a fix to the npc think code to OJK that solves the hardcoded reliance on 20 fps, I'll do this for g_smoothClients 1 extrapolation as well but it doesn't seem to fix it fully. However, this fix when combined with disabling g_smoothclients 0, causes smooth movements for npcs and players if the client code has unmodified prediction code. So for JoF's EJK client I'll be pushing a new version that resets some of the legacy code we inherited from EJK where attempts were made at improving prediction, setting it back to if not identical to original prediction code, then very close to it.
That being said there's a lot of other things that are hardcoded to be at 20 fps, like how dismembered limbs update, I was not planning on bothering to fix these as of now.
If you got any other questions for me feel free to reach out on discord too