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Type: Posts; User: pollo

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    Argh yes! Hahaha forgot to add them to the .iwd

    Argh yes! Hahaha forgot to add them to the .iwd
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    So I've been playing around with the models, so...

    So I've been playing around with the models, so far it's working, though with a few decals (detail textures that overlap with normal textures, so to speak, like dirt on walls) you can see some of...
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    Last one that I know it's still supported is 2.78

    Last one that I know it's still supported is 2.78
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    Yeah it'll be better that way, tho it's a bit of...

    Yeah it'll be better that way, tho it's a bit of a pain in the ass to do hehe. Anyways you still can use the script to get the location of the model, since what is bugging is the playfx function....
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    I see. Well I succeeded to avoid that and play it...

    I see. Well I succeeded to avoid that and play it perpendicular to the surface, but yeah for some reason it appears weirdly rotated. I also rotated the origin (commented function) to see if the fx...
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    Yeah sry... I edited the typo but I didnt post in...

    Yeah sry... I edited the typo but I didnt post in another msg ^^ as I said cod2 acts a bit weirdly on placing the fx in the up vector, I couldnt find a script-way to fix it. So as a workaround, you'd...
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    This is the script, basically you hold F and it...

    This is the script, basically you hold F and it will print the position and normal vectors' angles of the surface you are aiming at. Rename mp_toujane to the map you want it to be executed. You'll...
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    For that you can use the IWI_X_DDS tool by...

    For that you can use the IWI_X_DDS tool by DiegoLogic (http://www.diegologic.net/diegologic/CoD_tools/IWI%20X%20DDS.htm).

    Basically you extract the original .iwi (in images folder) from the stock...
  9. Precache your models only once in the gametype...

    Precache your models only once in the gametype file, and basically call setModel("modelname") on a player entity.

    In your <gametype>.gsc (tdm.gsc) call a precache() function (don't thread it,...
  10. Thread: Trigger load bug

    by pollo
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    Update on this: I remade all of the buggy...

    Update on this:

    I remade all of the buggy triggers from scratch, but now making sure they don't collide with any other brushes around (for doors that need the trigger to be at both sides, I did...
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    Could be some things: - Soundalias pointing to a...

    Could be some things:
    - Soundalias pointing to a non-existing sound in "sounds" folder -> check the "file" column points to the right file (also, in console you should see an error like "Couldn't...
  12. Thread: Trigger load bug

    by pollo
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    That's perfect then :D I'll report back after...

    That's perfect then :D I'll report back after testing it
  13. Thread: Trigger load bug

    by pollo
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    Thx, will do this :) Btw, is there any way to...

    Thx, will do this :)

    Btw, is there any way to simulate a trig_damage as well by script? By libcod maybe? I thought to use setAlive but maybe there are other options. Will test this afternoon :)
  14. Thread: Trigger load bug

    by pollo
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    I haven't got an exact number, but if there is, I...

    I haven't got an exact number, but if there is, I assume is below 19 (I deleted 44; it's a bit a pain in the ass to remove trigs as I work mainly with prefabs and have to do edit them 1 by one lol)....
  15. Thread: Trigger load bug

    by pollo
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    Yes I just checked and all the buggy ones are at...

    Yes I just checked and all the buggy ones are at the very end :eek: could it mean something?

    I'll see this about portalling, ty :)
  16. Thread: Trigger load bug

    by pollo
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    @voron00 unfortunately not working even after...

    @voron00 unfortunately not working even after many team switches



    Tried too, but they still don't seem to load :/

    I just tried to remove misc_models that could collide with the triggers, as...
  17. Thread: Trigger load bug

    by pollo
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    I'll try this workaround when I'll come home :) ...

    I'll try this workaround when I'll come home :)


    Yeah that's what I normally do for triggers that can be combined like the minefield or separate triggers that have the same "action" so to speak...
  18. Thread: Trigger load bug

    by pollo
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    Trigger load bug

    Hi all! I come to you again to see if you can provide me with some light to this bug :)

    I've been working in this zombies' map for the last months. It's detailed, with lots of sounds and cool...
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    that looks amazing, thx for the effort and...

    that looks amazing, thx for the effort and sharing :)
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    yeah it's definitely a bit weird. I spawn them...

    yeah it's definitely a bit weird. I spawn them placing script_origins in radiant with a specific rotation per each one, thus their forward vector is (aprox. for other surfaces) the normal vector to...
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    I tried it but with same result it's like the...

    I tried it but with same result

    it's like the fx is played correctly only in the YZ plane and that the playloopedfx function ignores the last parameter for the up vector, because it should work if...
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    yea I tried it too but still the same :/

    yea I tried it too but still the same :/
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    Ty for the clarification :) I will try doing...

    Ty for the clarification :) I will try doing that. Any other knowledge about this is welcome :)
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    Yeah, I know it is possible to play a full-screen...

    Yeah, I know it is possible to play a full-screen .roq video and back in time I used a similar technique of playing gifs, exporting every frame and playing with hide() show() in script (maybe you...
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    .roq videos as textures

    Hi all :)

    Would it be possible to use .roq videos as Radiant textures? Kind of like the water texture, but instead of deforming the texture, somehow play a video on it. I've been searching and...
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