Hi,
I am currently working on a solutions to achieve the player can sprint with the weapon. It wil NOT need an additional weapon and require libcod (to set player's speed). It will replace the...
Hi,
I am currently working on a solutions to achieve the player can sprint with the weapon. It wil NOT need an additional weapon and require libcod (to set player's speed). It will replace the...
I want to share my new mod I'm working on. This is just preview. I started working on this about one week ago. So mod will be on server in 2016 when it's finished. This video shows only 10% of mod...
i found the error i exported the wrong the ads down joints
now its working
http://217.172.178.19/Vanfreddy/raygun2_working_animations.mp4
thank you for sharing
hi
ya sorry i saw the error but couldnt find a edit button so i hoped u see it.
u have to change the
for(i=0;i<level.visibleplaces;i++) to
for(i=0;i<level.visibleplaces.size;i++)
and u should...
The problem is how you manage your triggers.
level.visibleplaces = getentarray("getseen","targetname"); //If you touch these triggers, you have been "seen"
level.visibleplaces are multiply...
On both the Specular Map and the Cosine Map, you need to change some settings:
No tile
Auto Filter needs to be set to bilinear
Auto Compression needs to be set to DXT5
I still don't think you...
This looks awesome! You are getting very skilled in porting weapons :)
Would anyone like to have a function that moves a client based on wasd input?
For example
player playerMove("up");
wait 1;
player playerMove("down");
wait 1;
player playerMove("left");
I think the problem is "j_mainroot" bone. When you import a *.tanim file in Maya the "j_mainroot" bone goes to the origin (Translate Z is about 0) and when you try it in cod2 the character is in the...
Also
Don't drag the .tanims into maya or any other 3d program that you use. Always import for better results
and reload the .mb file for each animation
Hello
ElTitoPricus reporting for duty or titopricus or tito :cool:
Let's start from the top
I always use these settigns for the conversion of viewmodel xanims
http://i.imgur.com/J3km7hQ.jpg...
I've PMed tito to come here instead. Let's see if he does it
If I'm right the guy Tally means is `titopricus` if you google him then you'll find his youtube, xfire and other accounts where you may be able to reach him.
Go to this forum:
http://openwarfaremod.com/owforum/index.php
Personal Message a guy named Tito - tell him I sent you. He is an expert exporter. Perhaps the best in the community. He will...
Surely, usebones should be set to "yes".
The way I do it for CoD 1 with porting from CoD4/5+ is I use Lemon/Lime or either XmodelUtils/Xanim Extractor then in Maya fix them and I never used the CoD2/4/5 converter but there was none for CoD1...
Actually you have to use the XanimConverter and XmodelUtils because Lemon/Lime only work for MW2 and newer.
In the XanimConverter there's a convert option which converts them to either CoD2/4/5, or...
I'm going to do this quick because I am busy right now:
You need a program named "Lemon" from Tom BMX. But he wont let you download it unless you join his forum, so go here:
...
Got it - it is the 1st download (name "Local Download") on that page, and it has this info on the modelmismatch.csv file:
Looking at the info, base_character\base_character.XMODEL_EXPORT is...
That's why then. World at War has different bones from COD2. When you run an EXPORT file, particularly an XANIM_EXPORT file or CHARACTER_EXPORT file, the mod tools check against a list of parts...
tags are bones. So, any tutorial on boning in Maya will help you:
https://www.youtube.com/watch?v=UwNDoyZbsCQ