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by Aardappel
on 01/05/2002 01:55, 15527 messages, last message: 03/01/2024 13:02, 12546967 views, last view: 11/05/2024 04:35 |
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for questions, announcements etc.
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#11050: Weapons, Door |
by Cooperlsxl
on 08/03/2008 05:54
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Help again, I did not see my quesiton answered because I do not really understand this helping community but here it is again.
I am needing help on spawning weapons and making doors move, I need a exact way to do it becasue the Readme doesnt really explain it all that goood. Much appreciated for everyone who trys to help.
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#11051: Re: Weapons, Door |
by SheeEttin
on 08/03/2008 06:14, refers to #11050
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Here's how you make some ammo:
I'm assuming you've just started Sauer.
- Press "E".
- Press "`". A little prompt with a slash should appear above where the HUD should be.
- Type "newmap".
- Look at the ground.
- Press "`".
- Type "newent rockets". Press enter.
- Press "`".
- Type "savemap ammomap".
- Press "`".
- Type "map ammomap".
You should see some rocket launcher ammo appear where you placed the rockets entity.
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#11052: Re: Weapons, Door |
by tman_elite
on 08/03/2008 06:16, refers to #11050
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Two and a half minutes of reading the links that were posted would take less time than waiting for an answer.
To make weapons, press t and type:
/newent ammotype
The ammo types are:
shells -- shotgun
bullets -- chaingun
rockets -- rocket launcher
grenades -- grenade launcher
riflerounds -- rifle
cartridges -- pistol
Moving doors are more complicated. You will want to read the editing reference for this. To make a simple door that opens when you step near it and closes after 5 seconds, type:
/newent mapmodel N 10
where N is the id number of a door model. I don't happen to know these off the top of my head. Look at other door models to find it.
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#11053: Re: Setting up a server. |
by Quin
on 08/03/2008 20:01, refers to #11046
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"I know this is probably in here, but I really don't want to look."
The increase of people saying this sort of stuff is just downright disrespectful. We should not be tolerating this kind of lazy behaviour and poor ettiquette, lest it get worse.
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#11054: New HellPig replacement character.. |
by deathguppie
on 08/03/2008 20:25
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Hey, I was playing single player the other day and was thinking about how outdated the Hellpig character was and so I decided to redo it in a more modern style just for fun.
Screen shot is here...
http://proviction.com/deathguppie/images/Hellpig2-screen1.jpg
So anyway in order to export my character and have it's animations work properly as a Hellpig replacement, does anyone know what the naming conventions are for the actions so that the game can use the character?
Also I didn't notice any character bump maps, but I know md5 supports it. Are character bump maps supported, and or are there any character shaders built in or otherwise that would handle diffuse/normal_map/specular_map??
Just wondering..
Deathguppie
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#11055: Re: New HellPig replacement character.. |
by tentus_
on 08/03/2008 21:38, refers to #11054
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I can't answer your questions with much confidence (geartrooper?), but I can say that as a fellow artist, that's pretty ballin'. It'd probably be a bit more acceptable if there was an orange-ish skin closer to the original, but I personally like what you've got up a lot.
Any stats on that model (polycount, etc)?
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#11056: Re: New HellPig replacement character.. |
by $k!llz
on 08/03/2008 21:45, refers to #11054
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ya the hellpig is kool it reminds me of something off avp.no eyes its the bomb.
it would be bettre with a bumpmap
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#11057: aard |
by $k!llz
on 08/03/2008 21:47
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ok so i was reading the readme and the contributers part. and i read that eihrul is the lead programmer.so i was wondering does aard still participate in development?
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#11058: HellPig2 stats |
by deathguppie
on 08/04/2008 00:19
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Hey, thanks it was actually a fairly quick model. The Hellpig was easy because it is a fairly basic concept in the first place.
tentus: I thought about the orange thing but it I think characters are moving toward more realistic style skins.. plus I wanted to be able to use red for highlights. The poly count is 888 tris.
$killz: I sculpted a high poly, and mapped it to the low, so it really depends on how the shader deals with the normal map as to how good it looks. If Sauerbraten can use a spec map that would be better. I do have one. If it still looks like I need to mess with it when I export it to the game, I'll chop off any bad corners, and re-export it.
As soon as it look's acceptable I'll put it up for download. Probably within a day or two at the latest.
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#11059: ps. |
by deathguppie
on 08/04/2008 02:10
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Thanks for taking the time to answer me eihrul@work. I suppose I could have found that info but it is nice to know that it is current. As it turns out I didn't have the correct md5 exporter anyway.
If anyone wants to check it out for themselves I put up the idle-animation in a .blend file here..
http://proviction.com/deathguppie/blender/hellpig2-idle.blend
You will need one of the apricot branch test builds of blender to see it properly. You can get them from http://www.graphicall.org
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#11060: Re: Setting up a server. |
by R0b0t1
on 08/04/2008 02:33, refers to #11053
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You, my friend, are also on the lackadaisical side of things by not being willing to help other people. Even if I am not willing to help my self, the posters that help me are helping other people by moving this information to the front. This giant 'question thread' seems to be a bane to this community, as all relevant information is quickly sucked back inside.
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#11061: Re: Setting up a server. |
by Quin
on 08/04/2008 04:03, refers to #11060
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Note how every answer was a link to documentation of some sort. You just don't understand you waste people's time by being lazy.
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#11062: .. |
by JadeMatrix
on 08/04/2008 07:16
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I'm looking to replace my graphics card. I currently have:
ATI Radeon 9600:
Chipset Model: ATY,RV351
Bus: AGP
Slot: AGP
VRAM (Total): 128 MB
Vendor: ATI (0x1002)
I'm thinking about an Nvida card, somewhere <$120, even if it's second-hand. Any suggestions as to a model?
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#11063: finding the floor |
by scanf
on 08/04/2008 07:24
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I'm having issues with my mod basically finding the floor.
I'm using the raycubepos function to try and find the floor under me. the distance does not look correct. Here's my code. 'x.o' is the position of my entity. Is there something else I should be doing?
vec down(0, 0, -1);
vec hit;
float dist = raycubepos(x.o, down, hit, 0, RAY_CLIPMAT|RAY_SKIPFIRST);
x.o = hit; // should be the floor ?
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#11064: Unknown command: editmode |
by Raw Toast
on 08/04/2008 15:24
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I've been editing on Suerbraten successfully for awhile now, but all of a sudden I just got on and whenever I press "e", I get the message "Unknown command: editmode". It KNOWS what I mean, but it won't do it! Why is editmode no longer recognizable?
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#11065: Re: Unknown command: editmode |
by tman_elite
on 08/04/2008 16:21, refers to #11064
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I'm pretty sure the command is "toggleedit" so "editmode" won't work. I'm not sure why your binding would randomly change though.
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#11066: Re: .. |
by {Qs}Homicidal
on 08/04/2008 17:45, refers to #11062
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Geforce 6600/gt/ultra is about the fastest card for under 120 thats AGP Agp cards are not made anymore
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#11067: Re: .. |
by JadeMatrix
on 08/05/2008 02:25, refers to #11066
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How much of an upgrade is that anyway?
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#11068: Re: finding the floor |
by Quin
on 08/05/2008 05:32, refers to #11063
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Player position is floor position + eyeheight, so..
x.o = vec(hit).add(vec(0, 0, x.height));
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#11069: Re: finding the floor |
by Quin
on 08/05/2008 05:33, refers to #11068
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sorry, x.height is meant to be x.eyeheight, you should also probably use..
x.o = hit;
x.o.z += x.eyeheight;
.. as it would be faster, old habits die hard.
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