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eezstreet

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Everything posted by eezstreet

  1. You could make it into a func_door, giving it health values and no movement and a script_targetname. The func_door would target a target_scriptrunner which in turn performs the rotating on the door using an affect() block (I think). I think func_static might have a health value too, but not sure.
  2. *l_hand is fine, it won't conflict. EDIT: not sure if you saw last night's commit, I got the animation.cfg and GLA handled, the only issue now is getting it to display the anims correctly.
  3. r_hdr 0 maybe?
  4. @@Szico VII:
  5. Epic Bill Gates vs Steve Jobs Battle Mod 12: Stallman Eats Something From His Foot a worthy end to the software saga
  6. Epic Bill Gates vs Steve Jobs Battle Mod 10: The Wrath of Linux
  7. Epic Bill Gates vs Steve Jobs Battle Mod 8: Looking to the Future
  8. :OOOOOOO
  9. Epic Bill Gates vs Steve Jobs Battle Mod 6: Revenge of the iPhone
  10. Epic Bill Gate vs Steve Jobs Battle Mod 4: The Phantom AMD
  11. Hi, just thinking out loud here: It might be a good idea to add these animations as well: VM_FORCELIGHTNING, VM_FORCELIGHTNINGLOOP, VM_FORCEGRIP, VM_FORCEGRIPLOOP, VM_FORCEPUSH, VM_FORCEPULL, thought about this a little when working on viewmodel animations.
  12. You have to build it yourself using the rend2 branch, follow the compiling tut for win32 but use rend2 branch and check the "BuildMPRend2" option
  13. Epic Bill Gate vs Steve Jobs Battle Mod 2: Ballmer Strikes Back
  14. r_hdr 1
  15. @@Xycaleth: did you ever figure out what was wrong with the UVs?
  16. BILL BILL BILL BILL BILL BILL BILL...
  17. Why VM_ if I might ask?
  18. Should probably do animations next. Just simple ones which exist in base: firing and raising/lowering the weapon.
  19. That's how it should have been done, imo. Using the position of ref_tags will help to visualize the positions much better and lead to much less in the way of headaches.
  20. I couldn't ever get this map to load properly. I was so saddened by this.
  21. ALSO. comparing floating point numbers (such as vectors) using something like = is a pretty big missed steak, since floating point numbers in particular suffer from severe rounding errors (protip: don't ever compare against 0.00, ever, PCs can't physically represent 0.0 in floating point)
  22. I think that block needs to be changed to $(x, y, z)$ instead of $x y z$ like you have it, but I don't honestly know.
  23. Note that framerate and CPU speed also determine how long it takes to skip a cinematic. Low framerates and poor performing CPUs will cause slowdowns as well. Further complicating matters is that the timescale umm...scales down the time, so it's a little difficult to determine how long it takes for it to reach 10 seconds or so
  24. @@DT85: ok, latest commit will fix the skin for sure -- I have the skin working ingame and will provide a screenie in a moment or two. note that there will be a floating X/Y/Z axis somewhere in view, this is just for my purposes while I'm figuring out a fix for muzzle position issue. Also, your JSON that you provided me didn't have a SkinFile setting in it. Here is what I wound up using: "SkinFile": "models/weapons2/ak74/model_default.skin", EDIT: and fixed the muzzle flashes too: note that the EFX is just sliiiiightly off, this is not due to a code or model error, rather the EFX segments themselves are slightly offset in the file, you might adjust your tag positions to compensate for this (maybe take a look at the stock MD3s and see how far away from the barrel the tag_flashes are)
  25. I think a cinematic that lasts around 100 minutes would take around 10 seconds to skip, I believe. Which is fine-ish, I guess, just kinda long.
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