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Messages - Kevzz2srs

Pages: [1]
1
that's punchbuggy's vid lol

Oh lol my bad, but yeah it's working. Haven't done anything regarding sequences but the exporting size seems to be somewhat strange. Had to scale the model within maya 4x its original size which probably is just dae exporting wrong scaling.

2
https://www.youtube.com/watch?v=fqLa0QLqByM

Been using his method and it works without any issues.

3
Modification Help / Re: A reasonable question.
« on: March 19, 2014, 12:01:01 PM »
afaik you wouldn't make any money using ad.fly here anyways. The measly couple 100 downloads you might get over the course of a year won't pay anything.

Exacly what Pecon says.
If you want money, make a game. Preferably a pay2win game if you want the real cash.

5
Forum Games / Re: Avatar Rating
« on: March 18, 2014, 08:05:48 AM »
too small.
0/0.01

6
Modification Help / Re: joints
« on: March 17, 2014, 10:28:00 AM »
What do you name Joints for weps, I already know the muzzlePoint, ejectPoint, and mountPoint

but are there anymore names for joints?

[on Milkshape]

Not really.

7
Modification Help / Re: Blending animations?
« on: March 15, 2014, 05:50:17 PM »
I don't quite understand what blending a player animation (look gets blended to root) does, or how you do it.

using Blender 2.49 and the exporter is v0.97 Beta3

Isn't the engine suppose to do it by itself?

8
Music / Re: Russian 404
« on: January 15, 2014, 02:33:12 PM »
Yes, this is amazing.

9
Modification Help / Re: Fire animation gets kinda ignored.
« on: December 28, 2013, 04:44:38 PM »
Has nothing to do with the weapon states I don't think. I believe that somewhere in the ::onFire method, a line of code is making your arm move up so look for something like this:

and delete the line in bold.

Damn, didn't see that piece of code. Thanks : )

10
Modification Help / Re: Fire animation gets kinda ignored.
« on: December 28, 2013, 09:04:20 AM »
One "fix" that i found is that. If you set the eye Offset to any certain value, my animation gets fixed. But when you walk the deagle doesn't do that bump up and down animation. Basically the deagle is static when you walk.

11
Modification Help / Fire animation gets kinda ignored.
« on: December 28, 2013, 08:01:23 AM »
So as the subject says. When fireing my gun, the custom fire animation that i use gets executed. But, the problem is that the regular fire animation from the default gun gets messed up together, and creates this.

VIDEO : http://www.youtube.com/watch?v=dieSPAs58UE

Heres my line of code
Code: [Select]
stateName[0]                    = "Activate";
stateTimeoutValue[0]            = 0.42;
stateSequence[0] = "Use";
stateTransitionOnTimeout[0]      = "LoadCheckA";
stateSound[0] = "DeagleUseSound";

stateName[1]                    = "Ready";
stateTransitionOnNoAmmo[1] = "ReloadStart";
stateTransitionOnTriggerDown[1] = "Fire";
stateAllowImageChange[1]        = true;

stateName[2]                    = "Fire";
stateTransitionOnTimeout[2]     = "Smoke";
stateTimeoutValue[2]            = 0.22;
stateFire[2]                    = true;
stateAllowImageChange[2]        = false;
stateSequence[2]                = "Fire";
stateScript[2]                  = "onFire";
stateWaitForTimeout[2] = true;
stateEmitter[2] = DeagleFlashEmitter;
stateEmitterTime[2] = 0.05;
stateEmitterNode[2] = "muzzleNode";
stateSound[2] = DeagleShot1Sound;
stateEjectShell[2]       = true;

stateName[3] = "Smoke";
stateEmitter[3] = DeagleSmokeEmitter;
stateEmitterTime[3] = 0.05;
stateEmitterNode[3] = "muzzleNode";
stateTimeoutValue[3]            = 0.01;
stateTransitionOnTimeout[3]     = "Wait";

stateName[4] = "Wait";
stateTimeoutValue[4] = 0.375;
stateTransitionOnTimeout[4] = "LoadCheckA";

// Some ammo script
stateName[5] = "LoadCheckA";
stateScript[5] = "onLoadCheck";
stateTimeoutValue[5] = 0.01;
stateTransitionOnTimeout[5] = "LoadCheckB";

stateName[6] = "LoadCheckB";
stateTransitionOnAmmo[6] = "Ready";
stateTransitionOnNoAmmo[6] = "ReloadWait";

stateName[7] = "ReloadWait";
stateTimeoutValue[7] = 0.48;
stateScript[7] = "";
stateTransitionOnTimeout[7] = "ReloadStart";
stateWaitForTimeout[7] = true;

stateName[8] = "ReloadStart";
stateTimeoutValue[8] = 0.48;
stateScript[8] = "onReloadStart";
stateTransitionOnTimeout[8] = "Reloaded";
stateWaitForTimeout[8] = true;
stateSound[8] = DeagleClipOutSound;
stateSequence[8] = "reload";

stateName[9] = "Reloaded";
stateTimeoutValue[9] = 0.48;
stateScript[9] = "onReloaded";
stateTransitionOnTimeout[9] = "Ready";
stateSound[9] = DeagleClipInSound;
stateSequence[9] = "reload2";

};

12
Not sure what that title is supposed to mean, but I'll rate the video.
syncronized to music : points
lots of angles : points
isn't just a video of a guy on COD running and shooting : points
Overall this video looks awesome, and seems like commercial quality to me.
Only downside is not removing the kill points and text overlays, but other than that, I love this video.
9/10

What i ment is if someone could actually achieve this sort of quality in the bl community.

13
From a scale from one to ten.

And the skill level I'm asking is basically at the same level as RM.

RM = http://www.youtube.com/user/RelativeMinds

14
Games / Re: what do you guys think about the new xbox one?
« on: June 13, 2013, 11:20:52 AM »

15
Off Topic / 4chen or 9cigarette
« on: June 13, 2013, 11:17:24 AM »
Which one?

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