K, ignore the grass bit of that post… only seemed to read page 1… didnt pickup page 2… 
Testing map. nuff said. 
K, ignore the grass bit of that post… only seemed to read page 1… didnt pickup page 2… 
Testing map. nuff said. 
pgh - More detailed info on those areas will be posted soon. We are just starting to work with ET, after having worked with MOH for a long time, so it will take some time to get comfortable and familiarize ourselves with the code.
Yeah I was afraid it would strech, and thats exactly where I was going to tell you to look if it did
glad to see you got it working, heh with less grass and the lighting and proper hud your mod looks so much better now…
I don’t know what else you need help with… just ask
I’ve recently replaced a weapon completely, made a shotgun out of the thompson (icons, fire rate, etc) I havent really replaced, but rather, changed all the values and names seeing as we only have 0-63 weapons to work with anyways and quite a few are taken, I figured it was better to replace rather than add weapons (also becuase I wont be using any ww2 weapons :P)
Only immediate thing I can suggest is, I dont know how you are doing your reload animations but for me the thompson animation was no good for a shotgun
so all I did was edit the weapon.cfg to make the reload animation animation 0-7 or whatever, the put down animation is like frames 0 to 4, and the bring up is 4 to 7 or osmething like that, so I made it go down and up at a low framerate… only temporary but much better than someone reloading an imaginary clip
take care
I agree. Right now, it looks like he’s wearing a Wiscosin cheese head hat. Otherwise, great work and nice tut
Thanks guys. Just stay tuned, it’s still very early in development. We’ve a lot of work to do yet.
i’d say the problem with the grass isn’t height, it’s that the grass doesn’t vary at all.
2JZ - Thanks!
matt_plo - If you are willing to do some player skins, I sure could use you.
Alright, the grass is just one model cloned over and over in this “test” map. By the time I am finished with the natural map models, we should have many types of grass for mappers to choose from.
Now that you’ve essentially zoomed out the player status head, you might want to stretch it out a bit so it doesn’t look like a peanut head.
Other then that, I must say the foliage is coming along very nicely.
The head icon is a fine size.
If anything, if your keeping fireteams/teamoverlay in… make it top right. :]
Would also be cool to have a HUD similar to Q3UT (Now ETUT)/ CoD. For some reason, even if I dont use it, I like having the player outline on display on the HUD either showing wounds or current position. (Crouching, Standing, Prone etc)… Just my pickyness :>
Thanks pgh, for a moment there I thought about removing the head all together! I mean, one looks like cheese and the other is a peanut? LOL!
Crouching, Standing and Prone indicator would be a sweet feature.
IMO this mod is looking fairly good, the grass could be colored something a bit darker. Instead of a head I’d love a standing/prone/crouching indicator, especially if it’s something really simple and easy to see. Right now I wish there was some way to disable the head in ET, it’s so fricken annoying.
The texture shades would be my fault. There appears to be some issue with the size of my textures, so Killer doesn’t have real many to work with. I’m testing and resizing them all… could take a while though, there’s about 45 meg of them.
I think writing shaders for the models so that they are lightmapped would do wonders for the realism aspect of those screenshots.
Did some testing on the player position this morning. I’ve coded in a feature which will detect the player position and will print a text description - standing, crouching or prone. All I need to do now is replace the head draw with the appropriate body position image.
Alright, got the player position mod finished - check the pics above. Yes, I borrowed the icons from bf42 until I can get someone to make new custom icons.