Sweet mother of christ.
Sweet mother of christ.
He went and posted them anyways.
I don't see why though, His don't look like they have any of the stuff I added like bumpmaps, phong, envmaps, selfillum, skingroups, bodygroups, and fixed world model textures.
You could quite possibly use $proceduralbones to animate the pistons as the legs move. But I think it would cause more trouble then its worth
Something from Beat the Zombie that isn't german?! What tomfoolery are you trying to pull here?
so it can be done through commands and a specific conf file?
worth a try
Sound interesting, but wouldn't this just repeatedly the animation constantly? Would be annoying seeing them move on it's own, when all you want, is just the piston to move with the leg, without looking odd.
What I'm pretty sure it does is when a bone is rotated one direction it tells the other bone to move to the specified position. An example would be the wrist bone, when you rotate the hand it caused the wrist to rotate slightly, preventing it from looking like you broke the wrist.
I see the above issue all the time and here is the easy way to fix it:
Add this line to your models .qc, but with the correct path to your steam folder:
Remember this will only work if you have the valve biped wrist bone on your models skeleton and rigged to it properly (just look at a HL2 characters rigging)Code:$proceduralbones "C:\Program Files\Steam\steamapps\*Steam username*\sourcesdk_content\hl2mp\modelsrc\humans_sdk\male.vrd"
So this should be able to be adapted to work with pistons, once you figure out how it works because this:
doesn't make much sense (thats the configuration code fore the right wrist)Code:<helper> Bip01_R_Wrist Bip01_R_Forearm Bip01_R_Forearm Bip01_R_Hand <display> 1.5 3 3 100 <basepos> 0 0 0 <trigger> 90 -90 0 0 0 0 0 0 0 0 <trigger> 90 -90 90 0 0 0 0 0 0 0 <trigger> 90 -90 -90 0 0 0 0 0 0 0 <trigger> 90 0 0 -90 90 0 0 0 0 0 <trigger> 90 0 0 90 90 0 0 0 0 0 <trigger> 90 0 0 0 90 0 0 0 0 0 <trigger> 90 180 0 0 -90 0 0 0 0 0
uuuuh okay, maybe i'll try that some other time
Oh well I guess I went over all the german that possibly exist :P (still some more in the corner I need to get)
Hmm, interesting, might work out. Though, would need to test it, and if this would work on ragdolls.
I thought we agreed that you would stop porting firearms damnit.
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Bloo wants the monopoly over weapons.
It's an Arms Race.
and I said I was doing the guns for fun
Since i figured out how to port stuff from NV too, I call the monopoly on porting vehicles since nobody's done many of them without them being plagued with problems.
And there's not many vehicles ported out of the shitload of them that are in NV.
Hope jerry don't mind us, Droppin in'.
Are you gonna get a properly scaled Pick up truck and the army truck?
Yeah, eventually. I requested the army truck years ago and nobody managed to do it. I'm working on the B-29 at the moment and it doesn't exactly seem like rocket science, so i might end up doing a vehicle pack again. Probably going to re-port all the cars with correct scaling and without the fucked up UVmaps on the undersides too.
I need to start keeping tabs on all the shit i said i'd do, i've got 2 mass effect prop packs planned/being worked on and about 4 texturing projects i said i'd do.
B29 Done except for physmodel which is too busy sucking dicks to work properly at the moment.
It turned out nice.
Any chance you could make a Enola Gay skin for that?
I'll make the decal bodygrouped, that way it can just be used as a generic B-29. I'm not going to make any specific skins for it.
I'm just going to say that they don't count if they're collecting dust in the recesses of your hard drive.
Shut up with that.
Whoaaa! Is that soldier ragdoll done?
May I please have a link? Please?
Doom 3 models are ridiculously easy to port.
Shame they look like big blobs without their bumpmaps. The view model comes with animations also from the game.
Eww damn those textures ugly. Are you gonna attempt to spruce them up a bit?
Maybe, they were really just a test to see if I could get the animations exported and working properly in source.
someone was porting that D3 Cyberdemon. what happened to it?
Well use their bumpmaps then? :P
Bodygrouped the landing gear and propellers, probably going to release this today once i get the wrecked version and the parts ported.
That's exactly what you see there. :D
And I thought the Cyberdemon had already been done, otherwise I could have a go at doing it if ya want.
I think it could be a bit more reflective. I know it's worn down, but b-29s had a mirror finish.
It might be worth making a skingroup.
Yes
YES
Awww boy.
I'm not really good at posing.
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