VietNam : Ambush TC


([DS]-=Pencil=-) #21

you would have a url like: http://www.rtcwprison.de/hosted/vietnammod
I could ask if you would get a subdomain like http://vietnammod.rtcwprison.de
You would get so many webspace and downloadspace you need…
of course you could also get an mysql database

Only condition is to insert our little button on your page:)

So if you like to get hosted by our page mail to killer4u_pencil@web.de

btw: I added a news for the mod to the page:)

hope i helped

:slight_smile:

hope i helped

:slight_smile:


(Balr14) #22

That last tree image looks like the bamboo leaves texture.


(Helk) #23

Are you adding tags to your weapon models? are they replacing they being added to the hands? care to share how you’ve done it?
Id be glad to answer any of your questions in return;


(KillerKind) #24

Pencil - I’ll talk to our web guy and see if he’s ready. Thanks!

Balr - What is the name of the bamboo texture? I think you’re right, but it’s no problem to change, will only take a minute. I believe this one is from hipout02/branch01.tga.

Here’s a render in max…

If you want to make a new textue for it, I will not stop you!

Helk - I’m writing a tut on replacing weapons, including a plugin download. Should have it finished in a day or two.


(Helk) #25

Nevermind I figured it out

Quite interesting how the animations seem to be stored in the hands, as if they animate tags

you should really try cg_Drawcompass 0 if you dont have a tracemap :slight_smile: and get lighting into the map, will make it look much better


(KillerKind) #26

They actually do animate tags, as the tags are weapon model parts and hands. Thanks for the compass tip!


(telefase) #27

Nice work guys. KillerKind, I have a question for you. Do your weapon models only have one texture? For example your M60 model only uses m60.tga. I have one weapon that uses only one texture and everything works great. However, another model uses 3 textures, but only one loads. Any ideas? Thanks. :slight_smile:

-tf


(KillerKind) #28

Yes, I use one texture. I believe you can use more than one, though I can’t remember if I’ve tried it or not. Check the console for any errors. Also, rember that the images need to be power of 2 scaled (512 x 512, 512 x 256, 256 x 256, 256 x 128, etc) to work. Otherwise, the images will not load.


(telefase) #29

Killer, you are my new best friend. The texture dimensions weren’t to scale. Thanks. :slight_smile:

-tf


(Helk) #30

Just going to offer another tip if you dont mind…

now that you’ve removed the skill system drawing you have a bit more room :slight_smile:
so check out
CG_DrawPlayerStatushead
near the top you will see this :

rectDef_t headRect = { 44, 480 - 92, 62, 80 };

that means, draw 44 units from the left, and draw 480 - 92 units from the top, and have it 62 units wide, and 80 units tall

im not sure if the head is centered, but i’d increase the ‘62’ over to like 100 so the veitcong hat fits in :slight_smile:
this is basicly defining the ‘window’ of how you view the model
but there is some pretty bizzaro stuff in cg_limbopanel -> cg_drawplayerstatushead that seems to resize it so it always fits… guess you will just have to try :slight_smile:

good luck, if you have any questions I’d be glad to answer


(KillerKind) #31

Nice tip Helk, but it seems when replacing 62 with 100 it is just stretched. Any other ideas? I’ll play around with it when I have more time.


(bacon) #32

Try looking in cg_limbopanel.c
I don’t know if this will work but there’s some lines…

// calculate distance so the head nearly fills the box
	// assume heads are taller than wide
	len = 3.5f * ( maxs[2] - mins[2] );		

You could try changing the multipler to something like 4.0f or 4.5f


(KillerKind) #33

Nice one bacon. :slight_smile:


(Balr14) #34

Hey, I liked it the other way. Looked like a Packer cheesehead!


(bani) #35

the grass in your mod is a bit meh…


(mohaa_rox) #36

hi all, i’m one of KillerKind’s mod member. i made the m16 and some others so look out for it. and nice to see the support in ET!


(nUllSkillZ) #37

I think this is not grass. I think it’s rice isn’t it.


(KillerKind) #38

Hello rox, nice to see you here!

Very good, rice it is then. This is a testing ground map, fellas, things are going to look a bit out of place. I’m just creating/converting models and throwing them in game to see if there are any errors. I’ll start putting things in order soon, so as not to confuse anyone.


(bani) #39

if its rice, there should be lots of water.

also, no palms or bananna trees in the middle of rice paddies :smiley:

http://images.google.com/images?hl=en&lr=&ie=UTF-8&oe=UTF-8&q=rice+paddies&btnG=Google+Search


(pgh) #40

Woo.

Looks really good but going to have agree with Iffy about the grass.

Liking the forresty/junglish type look and sure itll lead to some games walking around shitting it when your here a rustle (Is he there? Or there? Maaaaaa runs). Can see the grass being a pain the arse tho when people are prone… :> It’d be like hide in seek in massive fields of hay… \o/

Dito with the hats on the head model for the hud. As you said, it may be cause it runs of the head model from the player but hopefully it doesnt, or you can change that… :confused: Does the hat shoot off? :]

Any more info about the mod then I may have, or more likely, have missed? Physics, Weapon Rates, Player Controls, HUD’s, Gametypes etc… bit more info would be appreciated. Some of this stuff is what can build a decent following.