Forum posts

Posted 19 years ago2005-08-28 15:54:34 UTC
in SWAT Echo 12 needs help! [Source] Post #130529
The vertexes somehow disappeard on multiple files, no idea why. And i always make backups, most of the times i have 20 saved files of one model of multiple stages.
Posted 19 years ago2005-08-28 14:55:06 UTC
in SWAT Echo 12 needs help! [Source] Post #130525
Then change the hit coordinates etc, i assume you got a coder to take care of that.

Update:
User posted image
Posted 19 years ago2005-08-28 14:07:50 UTC
in SWAT Echo 12 needs help! [Source] Post #130514
SigSauer p-226

And the weapons should have a damage close to 70/80 depending on where you hit. You wanted realism? You'l get it, keep in mind that should be little to no acuracy whilst running. A bit as in Ghost Recon.
Posted 19 years ago2005-08-28 14:05:59 UTC
in Hl2 mapping Post #130513
Thanks, that wiki seems extremely usefull.
Posted 19 years ago2005-08-28 12:37:44 UTC
in SWAT Echo 12 needs help! [Source] Post #130499
It will replace the usp, clip size is double clip 15 or 7. Damage, pretty high since it was in the xm-9 army trials, it almost won from the berreta 92f/s/fs, but because the addone where cheaper to produce for the berreta's they didnt go with it.

and you can se some small flaws in the lightning, so that wil be solved soon.
Posted 19 years ago2005-08-28 12:04:34 UTC
in SWAT Echo 12 needs help! [Source] Post #130490
Just relax and sit back, people will come when we have something decent to show.

In the mean time, a small animation of the p226 showing of the lighting:
User posted image
Posted 19 years ago2005-08-28 11:49:11 UTC
in SWAT Echo 12 needs help! [Source] Post #130488
Not really, i can do most if it, or atleast learn it. But bigger mod teams have people whom are specialised in one thing.
Posted 19 years ago2005-08-28 11:43:40 UTC
in SWAT Echo 12 needs help! [Source] Post #130486
Some modeler do, i do to, but mine arent really good, most of the times you hand the model to the uvmapper.

concept --> modeler --> uvmapper --> skinner --> compiler --> alpha/beta release.

That is the way a model usualy go's in a mod team.
Posted 19 years ago2005-08-28 09:58:37 UTC
in SWAT Echo 12 needs help! [Source] Post #130453
Yeah, though iam making progress, obviously im not showing everything.

I also read we have a skinner, do you also have a uv mapping? or does the skinnner do that to?
Posted 19 years ago2005-08-28 09:40:37 UTC
in SWAT Echo 12 needs help! [Source] Post #130451
Why hurry? You cant 'rush a mod'. And no, i can work around it, il export it to milkshape and il find a way to import it again in G-max, and thus regaining all of the vertex coordinates.
Posted 19 years ago2005-08-28 09:22:22 UTC
in SWAT Echo 12 needs help! [Source] Post #130448
I decided on a chrome coper look p-226, would become a nice skinning challenge to.
So from now in wiskunde it will be.
Posted 19 years ago2005-08-28 08:42:40 UTC
in SWAT Echo 12 needs help! [Source] Post #130445
Cut the Dutch guy a break will you? Or do you want me to call it Wiskunde?

Something screwed up bigtime in the .gmax files going serval saves back(i make backup files), somehow my vertexes disappeard at the bottom of the weapon, so i cant edit it in vertex mode, wich is a hughe set-back, and to be fair, im not in the mood to start that over again. Though il probably have to.

Edit:

I'd thaught i would start on a handgun, this looks like a nice choice, a sig sauer

http://world.guns.ru/handguns/hg60-e.htm

il model something, then you guys can tell me of you like it or not.
Posted 19 years ago2005-08-28 08:04:32 UTC
in Hl2 mapping Post #130433
I need some serious help with this, im trying to get back into source mapping again, but there are a few things i never got around. One of these things are the details. In cs:s and hl2 maps you see a awfull lot of detail, some model and some brushwork. But i cant get my head around of what i should model and what i should do with brushwork.

Any tips / articles i should read on this subject?
Posted 19 years ago2005-08-28 07:52:01 UTC
in SWAT Echo 12 needs help! [Source] Post #130429
Makes all sence to me, though i love math.

in modeling we use the triangle polygon and the quad (Quadrilateral).

In modeling we define the triangle as a polygon and the the quad as a face.

http://en.wikipedia.org/wiki/Triangle_%28geometry%29
http://en.wikipedia.org/wiki/Quadrilateral
http://en.wikipedia.org/wiki/Polygon

Hope this helps you a bit.
Posted 19 years ago2005-08-28 06:57:17 UTC
in SWAT Echo 12 needs help! [Source] Post #130417
Maby search the wiki enceclopedia?
Posted 19 years ago2005-08-28 03:32:06 UTC
in SWAT Echo 12 needs help! [Source] Post #130401
Indeed, that is the scientific term of a polygon. Now go search for the game term.
Posted 19 years ago2005-08-27 17:42:33 UTC
in max => smd => mdl Post #130315
Nice:)
Posted 19 years ago2005-08-27 16:13:18 UTC
in SWAT Echo 12 needs help! [Source] Post #130276
Mind you, its not finishd yet, i got now roughly 1180 polygons, and for hl2 i can double that since i will delete parts of the weapon that you wont see. I can actualy triple that.
Posted 19 years ago2005-08-27 15:51:25 UTC
in SWAT Echo 12 needs help! [Source] Post #130271
The cheese of all cheese :glad: Il keep you fiddeling with that for a while :)

edit:

This is a more suited screenshot for the media section.
User posted image
Posted 19 years ago2005-08-27 14:22:19 UTC
in SWAT Echo 12 needs help! [Source] Post #130255
Yar, the almighty cheese, actualy you guys can blame captain p for my modeling madness.

on a other note, im trying to get this damned G-max to export to the listener so i can render in Yafray, but its whining about a mapping in channel one wich isnt even there, so no cheesy renders for you guys today....
Posted 19 years ago2005-08-27 14:16:03 UTC
in max => smd => mdl Post #130250
nice to see it works! I was just about to try it myself and i'd thaught id check the forums :) .
Posted 19 years ago2005-08-27 13:18:12 UTC
in SWAT Echo 12 needs help! [Source] Post #130236
Flat top m8, stil got to do the trigger, aint the first time i forgot to add one.
Posted 19 years ago2005-08-27 13:17:23 UTC
in LEAK! Post #130235
Its one line going from bleu to red, and it should show in 3dview if you picked the .lin file, you can load it in hammer itself in the the options i believe.
Posted 19 years ago2005-08-27 11:52:39 UTC
in LEAK! Post #130221
When it asks to load the default .pts file click no and search your .lin file, it should be in the directory the compiler puts your map.
Posted 19 years ago2005-08-27 11:49:42 UTC
in LEAK! Post #130218
Calm down, use the .lin file. now move into 3d view, and then follow the line starting at bleu and ending in red, somewhere the line should cross from void to world, there is your leak.

This always works for me, within minutes i have serval leaks traced and solved.
Posted 19 years ago2005-08-27 11:47:28 UTC
in SWAT Echo 12 needs help! [Source] Post #130216
To avoid looking like a cs clone i decided to create a triple rail version, with on all 3 sides of the gun a rail to attach scopes, flashlights etc.

User posted image


User posted image
Posted 19 years ago2005-08-27 07:29:46 UTC
in Grand Theft Mapping! Post #130183
All you can do is post there ip, website and other information on mapping sites. But i feel sorry for you.
Posted 19 years ago2005-08-27 06:46:48 UTC
in Obesity Post #130178
its a crazy world, sueing people whom care about your health and point it out to you.
Posted 19 years ago2005-08-27 06:03:44 UTC
in max => smd => mdl Post #130177
Im afraid im unable to help you with that.
Posted 19 years ago2005-08-27 04:12:04 UTC
in max => smd => mdl Post #130163
Yeah, though i always use milkshape to compile, saves me creating the qc file.
Posted 19 years ago2005-08-26 18:12:30 UTC
in stairs? Post #130078
Search the tutorials, there should be something about stairs in it.
Posted 19 years ago2005-08-26 18:11:34 UTC
in max => smd => mdl Post #130077
This:

// sequences: all sequences are in $cd
$sequence seq-name "idle" loop fps 30 ACT_IDLE 1


The idle i put in referes the the idle.smd, smd isnt neccesary since it only reads .smd files.

// bodygroups: use relative path from $cd
$bodygroup body
{
studio "reference"
}


in the second one i removed all of the comments in french, someping about a p-228
Posted 19 years ago2005-08-26 17:59:58 UTC
in The real thing Post #130071
@7th, they say the ship sunk within 2 minutes, though that is probably a very rough estimation.
Posted 19 years ago2005-08-26 17:56:11 UTC
in max => smd => mdl Post #130069
/ sequences: all sequences are in $cd / toutes les sequences du model
$sequence seq-name "sequence" loop fps 30 ACT_IDLE 1

Put in the "sequence" your idle smd, or simply idle

{
studio "."

studio "." And there your reference .smd on the . spot between the quotation marks.

Hope this helps a bit.
Posted 19 years ago2005-08-26 17:46:26 UTC
in max => smd => mdl Post #130063
Alright, post up your .qc file here, then il see if i can help you. Its easier talking if im able to look at what you got.
Posted 19 years ago2005-08-26 17:43:14 UTC
in max => smd => mdl Post #130061
You define both in the .qc file, the reference under the reference tag and the idle under the animation, obviously saving as a .smd isnt compiling anythin.
Posted 19 years ago2005-08-26 17:40:39 UTC
in max => smd => mdl Post #130059
Dont forget to export it as a reference, and then as a animation.

Obviously you only need one bone/joint.
Posted 19 years ago2005-08-26 17:39:32 UTC
in The real thing Post #130058
Yeah, thats what i mean, they needed europe badly for trading reasons.
Posted 19 years ago2005-08-26 17:34:53 UTC
in max => smd => mdl Post #130055
You need 2 .smd for any model, one is called the reference.smd, this is where the model will load its data from(texture mapping, polygons, vertexes etc.), the other ones are animation and only a bone set-up, if im right the rest is ignored.

So in any given model you can have 2 identical files with different names, they also need different export properties, one as animation and one as a reference.
Posted 19 years ago2005-08-26 17:30:35 UTC
in SWAT Echo 12 needs help! [Source] Post #130052
Try something more detailed, a deserted street blocked by police lines, maby a sound of sirens in the distant and some police cars bocking the streets.
Posted 19 years ago2005-08-26 17:29:33 UTC
in The real thing Post #130051
First of all the japanese didnt really have much interest in russia, they already invaded it in WWI.

And the only reason America invaded nazi-europe was nothing but economical reasons, a country needs a other country to trade with, and at that point they didnt have one, that was the main reason to invaded europe and help the europeans build up there country, and im very thankfull to that, but you cant fall back on the past in such a manner.

And yeah, most people here dont like America bossing around, and yes also i think there the biggest thread to world peace, hell i even think they will play a major part in the total destruction of earth within the next 2 century's, given that we survive the meteorite impact.
Posted 19 years ago2005-08-26 17:03:44 UTC
in max => smd => mdl Post #130039
Do you have a reference, and a idle.smd?

And do they contain bones on the same place?
Posted 19 years ago2005-08-26 16:52:16 UTC
in Accidental Wonder Post #130034
Yeah, i also uses that technique all the time, the thing that takes most of the time is the sewing if the horizontal and vertical triangles, though that is usualy a matter of clear thinking.
Posted 19 years ago2005-08-26 16:49:39 UTC
in SWAT Echo 12 needs help! [Source] Post #130032
How got that cone there? :glad:

Try models in the front for the details, because with the textures it looks pretty cheap.
Posted 19 years ago2005-08-26 16:39:44 UTC
in max => smd => mdl Post #130029
Is your .bmp file 8bit(256 colours), if not the compiler will give you a error.
Posted 19 years ago2005-08-26 16:38:32 UTC
in The real thing Post #130028
Neither do i, but it is how you measure standards, since you can asume that atleast a majority of the population agrees with the decisions.

Though it is probably just isnt that back-white, there is a hughe gray zone.
Posted 19 years ago2005-08-26 15:06:01 UTC
in The real thing Post #130017
Hrnygoat:

Rule number one: You judge countries by there leaders since there usualy have been chosen by the people and thus represents them.

This obviously only works in country in wich people are free to vote.
Posted 19 years ago2005-08-26 14:49:04 UTC
in The real thing Post #130013
Yeah wcdude, did you actualy ever hold such a weapon? If hold properly and adjusted to the shoulder it should be a problem, do you actualy know anything amout mmilitary training? I know the Yanks are supposed to keep it close and in a tight way so they can quikly aim precise, you can see how they do that in a move such as black howk down.

Or watch the documentary : The truth about killing, it was on national geographic channel a few weeks ago, though i do not know if it is aired in America, since its a british documentary.
Posted 19 years ago2005-08-26 14:45:37 UTC
in Hammer problem Post #130012
Yes, i experienced the same bug yesterday, though a restart solved the problem. And with the grid, this is usualy caused by settings of your keyboard being other then American, not sure about English, but when i experience it i change it to American and back to Dutch.
Posted 19 years ago2005-08-26 14:43:42 UTC
in SWAT Echo 12 needs help! [Source] Post #130011
The bg map is still a bit empty, dirty up the alley, a dumpster, some dirt litter etc.