Forum posts

Posted 17 years ago2007-10-17 16:19:54 UTC
in Good engines Post #236529
True dat. Still, new games has much stupider and clumsier creatures than doom, even tho they use C++

Why's that? Because C++ is overrated crap :heart:
Posted 17 years ago2007-10-17 16:03:09 UTC
in Good engines Post #236527
True, true.

I always mourn about how game engines should be created etc etc.

First off, look at the old Doom coding language. It was just few silly lines, and voila! There was really nice, monster, item or even player class. C++ is gay, because it takes damn long time to understand completely, and no way in hell im going to even try it out.

Unreal engine would be awesome, because it's coding is rather simple and almost everything can be done in 3ds max - Photoshop - UnrealEd.

Well.. It's nice, as long you are going to create a multiplayer mod. It's almost impossible to create one good Singleplayer mod on it.
Posted 17 years ago2007-10-17 15:52:47 UTC
in Good engines Post #236524
No kidding. Wish i could make anything with it. Im kinda experienced to map with it, but my laptop is not powerful enough for it.
Posted 17 years ago2007-10-17 15:45:29 UTC
in Good engines Post #236522
Does anyone know a good, light fps engine with dynamic lights, static models, and nice base to start making a single player mod?

Doom 3 was rather nice, and i've been mapping/modelling for it for long time. Now i only have my laptop, which isn't that good. 'Heaviest' game i got working on this, was HL2 with medium details. Hammer was being a bitch, tho.

Any suggestions?
Posted 17 years ago2007-10-13 12:38:18 UTC
in The all-holy walking animation.. Post #236303
Uh. Problem solved! o/

I needed to delete the actual model when i exported the animation. If i export model AND bones as skeletal animation, it makes new bone with meshes name, and somehow stopped it from moving.

Off to animation nao o/ ->
Posted 17 years ago2007-10-12 20:50:06 UTC
in The all-holy walking animation.. Post #236247
Bump, really .. :(
Posted 17 years ago2007-10-11 15:01:10 UTC
in The all-holy walking animation.. Post #236161
I decompiled almost every moving thing from hl, but they had same movement flags as mine.

Now im really gonna snap.
Posted 17 years ago2007-10-11 12:45:01 UTC
in The all-holy walking animation.. Post #236144
The model really moves forward in 3ds max. It really not walks.. More like crawls, but it doesn't matter as long the model moves real units forward. If i wouldn't move it forward in 3ds max, it wouldn't move in game either. But because i moved it forward in 3ds max, it moves the same range in game, but teleports back to it's starting spot.

Yes, im pretty bad in english ;D
Posted 17 years ago2007-10-11 08:28:50 UTC
in The all-holy walking animation.. Post #236133
Created and exported as SMD in 3ds max 8. Compiled in GUI StudioMDL 1.0.
Posted 17 years ago2007-10-10 20:47:34 UTC
in The all-holy walking animation.. Post #236109
Bumping ;<
Posted 17 years ago2007-10-10 15:20:14 UTC
in Perpetual motion machine! Post #236098
what.
Posted 17 years ago2007-10-10 13:48:56 UTC
in The all-holy walking animation.. Post #236092
.. is not working.

I have modelled, textured and rigged a character, and it's ready to go. As you all know, the oirigin bone must be moved to make a walking animation to work. So, i created the walking animation, and moved the "Bip01" bone forward. Yay.

Then i opened it in Spirit of Half-Life, but the creature didn't move. It just played the animation, but teleported back to it's starting spot when animation was done.

I know, i explain everything ?n hardest way, but i hope you understand me.

Facts:
  • Every vertex is weighted, so every vertex moves as they should.
  • The creature is rigged with original Zombie's bones. I just needed to delete few bones here and there. Basically it's feet and fingers, which should not cause any harm.
-I've been searching around forums for days now.

Heres QC im using:

/*
QC script generated by Half-Life MDL Decompiler 1.2
2003, Kratisto. Based on code from Valve's HL SDK.

zombie.mdl

Original internal name:
"valve/models/zombie.mdl"
*/

$modelname "roamer.mdl"
$cd "."
$cdtexture "."
$scale 1.0
$cliptotextures

$externaltextures

$bbox 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000
$cbox 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000
$eyeposition 0.000000 0.000000 55.000000

//reference mesh(es)
$body "studio" "roamer_reference"

$sequencegroupsize 64

// 44 animation sequence(s)
$sequence "walk" "walk" LX fps 22 loop ACT_WALK 1 {
{ event 1004 2 "common/npc_step1.wav" }
{ event 1004 9 "common/npc_step3.wav" }
}

// End of QC script.

If someone wants to help me, add me to msn: hauskahaaska@hotmail.com, or PM me.

Thanks :combine:
Posted 17 years ago2007-05-20 08:01:42 UTC
in Pregnant Bitches Post #222712
Falcon punch, so they does a barrel roll, straight to hell's kitchen.
Posted 20 years ago2004-07-03 11:08:54 UTC
in !!LEAK LEAK LEAK!! Post #38494
Umm... I didn?t know where to put this thing.. So i put it in here.. :D WHO CARES!? NOT ME! Original Half-Life is leaky.. MAKE YOUR OWN MAP AND DONT MAKE IT LEAKY! :lol:
Posted 20 years ago2004-07-02 15:08:03 UTC
in !!LEAK LEAK LEAK!! Post #38317
Well..

I started again to play original Half Life, and i see little nasty thing.. (stupid thing) when you first come to Black Mesa.
Then you enter the big door and see barney and scientist at the desk, look left. There are little black machine. When you "use" it, it will open computer. Then look at left of that computer.. THERE ARE LEAK! AND: have you seen any shadows in that map? I DONT! Valve haven?t run VIS!! Cool, eh? ;)
Posted 20 years ago2004-06-21 04:59:21 UTC
in PROBLEMS WITH VIS! Post #35151
Now it works! thanks! :D
Posted 20 years ago2004-06-21 04:11:24 UTC
in PROBLEMS WITH VIS! Post #35148
I got this error every time when i compile map!

vis.exe v1.3 (Dec 30 1998)
-- vis --
1 thread(s)
LoadPortals: couldn't read E:pelitHalf-LifecstrikemapsDe_Cliffery.prt
No vising performed. :(