| Off Topic > Creativity |
| The new and improved 3D model topic! |
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| Cowboy Dude:
--- Quote from: Kidalex90 on June 06, 2017, 12:23:50 AM ---how the hell are you gonna pull off snarks --- End quote --- Probably spawn a bot on click. The bot will run to an enemy player while on a timer and blow up when time runs out. |
| Rally:
--- Quote from: Kidalex90 on June 06, 2017, 12:23:50 AM ---how the hell are you gonna pull off snarks --- End quote --- It'll require some modifications to the way hole bots work but realistically I don't think it's gpnna be any harder than the other stuff I've done in the HL pack The really hard part is making this model not look stupid lol |
| Conan:
--- Quote from: Rally on June 06, 2017, 12:33:03 AM ---It'll require some modifications to the way hole bots work but realistically I don't think it's gpnna be any harder than the other stuff I've done in the HL pack The really hard part is making this model not look stupid lol --- End quote --- two functions which will help: AIPlayer.setMoveY(value); for moving forward, and setAimObject(%obj); for setting the way it looks you can find the latter in bot holes but it takes a while to locate it. setmovey is dso defined function so it only appears on dumps also crazey falosaur is really good at making bl models lol - just look at his post history. those are just his animation practice with existing model assets most likely. |
| Rally:
I don't really know how to explain this because I'm new to animating, but is it possible to animate vertexes with port's DTS exporter? Like I've got a bunch of vertexes selected, I hit CTRL-H and hook them to an empty, and then I make some animations for that empty, but it doesn't animate in game. |
| Masterlegodude:
To animate vertexes, you can rig the model and use skeletal animations with Milkshape 3D, or see how well Port's DTS exporter works with the very experimental skeleton armatures |
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