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Everything posted by Tempust85
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Awesome! Now to tie some nulls to the cloth. This would go nicely with my custom GLA : http://www.youtube.com/watch?v=MOtY56180D0 http://www.youtube.com/watch?v=w6L4TYFsRUQ Sorry to highjack your thread, this will be the only time I'll post content here lol. We should totally join our efforts together. My custom GLA has a new set of facial bones, toes and all 5 fingers added back with all 3 segments too. Btw, I've managed to work out the kinks in adding new bones to the existing animation source. No more GLAMerge like I posted in the 3ds Max plugin thread, just need to make sure every bone that has position data also has rotation data (ie it needs to rotate a smidge at least in order for the position data to be added at compile time).
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Oh hell yeah! New terminator games based on the first two movies are coming!
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Well I fixed it.......guess what it was Slashes MUST be / and NOT be \ for paths! Got the weapon script working, same with bartender so yay.
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It should come up with an error in the console if it can't play a sound, but I converted it to a 44khz, 16bit mono mp3 file anyways. None of my scripts are working for some reason. :S In other news, I've done a temporary menu to skip character & saber select and just load the first level.
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It still refuses lol.
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Thanks for posting. I have the saber not loading anymore via "noweapon" on player start, I just can't get it to give me the WP_BLASTER_PISTOL. With the bartender, still nothing rem ( "get out of my bar!" ); affect ( "NPC_Bartender", /*@AFFECT_TYPE*/ FLUSH ) { task ( "Get_Out" ) { sound ( /*@CHANNELS*/ CHAN_VOICE, "sound/chars/bartender/get_out.wav" ); } do ( "Get_Out" ); } Must be my entities then. Here's a rundown of them:
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SP. Hmm, won't even load this script: affect ( "NPC_Bartender", /*@AFFECT_TYPE*/ FLUSH ) { task ( "Get_Out" ) { sound ( /*@CHANNELS*/ CHAN_VOICE, "sound/chars/bartender/get_out.wav" ); } } I have a target_scriptrunner linked to a trigger_once that only the player can trigger.
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I've replaced the blaster pistol with the bryar so that's taken care of. Still can't get that script to give me a weapon though. I've managed to stop the saber from being added by checking "noweapon" on the player_start.
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I'm trying to stop the saber from being added, it seems to be the default weapon. :\
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I edited the weapons.dat to swap out the model. @ SET_SABER1 doesn't exist so I tried SET_WEAPON instead. However, this script doesn't work: affect ( "player", /*@AFFECT_TYPE*/ FLUSH ) { set ( $get( STRING, "SET_WEAPON")$, "none" ); set ( $get( STRING, "SET_WEAPON")$, "WP_BLASTER_PISTOL" ); }
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Ah right, maybe openjk can have this fixed?
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Thanks heaps, my own attempt at setting the weapon via script just didn't work. I found for some reason I can't have any items or weapon entities in the same space as the player start. :/ Any one have an idea why once I upgrade from the bryar to the e11, I can't switch back to the bryar?
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Here's a very small amout of play: http://www.youtube.com/watch?v=4maSbTKKp6I Fullbright, no lighting was built.
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Here's the bar so far: Already killed the two Gran, but they spawn where the two beer glasses are. Can someone please tell me how to give Kyle a weapon on spawn? Script doesn't work, and I currently have to place the bryar on the floor and run over it lol.
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I'm currently upto making the bar, trying to work out icarus lol.
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I think it's ready to go. I've finished the weights, but couldn't do the eyes (face_dead look) as the face mesh doesn't match up properly. She can still talk and frown though.
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I'll be sure to ask him for assistance if I can't get something done myself. I should be able to at least get a door to work right?.....
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Most required talent needed is level designing + scripting. I can do most everything else though.
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Yeah I know, but I find it's faster to just texture sometimes rather than going through the process of importing/sculpting/texture exporting. I always use AO & cavity for my own creations (ie my original Stormtrooper for StarWars Battlecry), but this model doesn't have any crazy UVW co-ords so I can paint things alot faster and I don't have to worry about normal maps.
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My main goal is to get a path to 8T88 mapped out, then I'll add some other stuff. I'm still learning radiant though. I'll most likely need someone's help in finishing this map but I can at least do the structure, npc and player spawn lol.
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Yeah, did that on purpose. Does it seem right to have the lights on the floor? The original DF2 Mod team also has the lights on the roof.
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Started on this tonight, here's a few alterations including a WIP new pipe texture with env shine: Can't seem to get specular to work for some reason, using the shader code from player models doesn't work well.