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Scooper

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Posts posted by Scooper

  1. Well I didn't complete it, it was just to prove the concept. It's missing client side version to fix predictions and there was slight glitchyness on the corners because of some wrong settings. But both of those cases should be easy to fix. So it's possible to do it, I've done it partially. It's not been completed because I don't have a good use for it yet. (Except for makermod objects of course, but will take a bit of restructuring so I don't want to do it yet.)

     

    tl;dr

    OH YES I DID.

  2. This is never going to happen, mostly because bounding boxes do not physically allow for it without rotation (which is impossible without immense reverse engineering -- and it's no small task either)

     

    I already made this. Just a quick test to prove to Xycaleth that it was easier than the bmodel stuff. =p It should work for players too.

  3. VS 2008 or 2010?

     

    Edit: Well, might not matter much. The first thing I'd like you to try is just start your Visual C++ with right click -> run as administrator. And see if you now get the error at all.

     

    If that solves your issue then the output directory for your project is in a folder that requires admin rights to write to. And you can solve it by altering the rights on the lucasart/gamedata folder.

  4. It's midget kyle / goblin kyle!

     

    It's basically a bug that occurred because the character skeleton wasn't scaled up properly. This was done in @Xycaleth's GLA viewer, though the bug was caused by me while testing something. The result was hilarious, so screencapped. You should have seen him do fighting animations. It looked like he was seconds away from throwing away his saber in favor of biting your face off. Or in his case, your knee. He wasn't very tall.

    MagSul and Silverfang like this
  5. It has been done with the game engine, and it's a lot easier. Many mods use the same underlying methods to apply bug fixes to the game engine. Or create features that would otherwise not be possible.

     

    And there's some that use the exact same proxy method to modify existing mods in MP. Like @spior's proxymod for makermod. (Which I helped him make. Don't even try to pretend otherwise spior =p)

  6. My importer for 3DS max imports everything. Here's a screenshot from an early version:

    glmimport5.jpg

     

    Tested it on the NDA red dragon model. Of which I only had the pk3 file. Keep in mind that the above shows an early implementation, and current version shows the bones in a more familiar form.

     

    Combined with the exporter it could easily solve the mirrored UW's issue on the Boba model.

     

    Since there's so much enthusiasm about it here, I'll try and get a v1 release of the importer/exporter duo ready. I should be able to offer it for 32 and 64 bit versions for 3DS Max 2010, 2011 and 2012.

    Milamber, Inyri, Link and 1 other like this
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