Yes friend, its me JimmyJBo.
The creator of CorfuLiberty. I hope you liked and enjoyed that map.
I finish my army Dutys and i'm back into life again. I want to make something better and bigger, this time with a good friend, and i need to figure out, the correct process of setting & exporting a ...
Search found 21 matches
- Fri Jul 16, 2004 9:55 am
- Forum: Skinning / Modelling
- Topic: Setting weapon's Bones,Animations only in 3D SM and export!
- Replies: 3
- Views: 506
- Fri Jul 16, 2004 1:32 am
- Forum: Skinning / Modelling
- Topic: Setting weapon's Bones,Animations only in 3D SM and export!
- Replies: 3
- Views: 506
Setting weapon's Bones,Animations only in 3D SM and export!
Hello to you all.
Does anyone know how to set up the last things of a gun or vehicle in 3D Studio Max, before export? And after, the export part from 3D Studio Max to MOH?? Is out there a tut or at least a guide explaining the process, cause I can?t find much. To be more specific. Let?s say the ...
Does anyone know how to set up the last things of a gun or vehicle in 3D Studio Max, before export? And after, the export part from 3D Studio Max to MOH?? Is out there a tut or at least a guide explaining the process, cause I can?t find much. To be more specific. Let?s say the ...
- Sat Jul 05, 2003 1:32 pm
- Forum: Skinning / Modelling
- Topic: New tutorial (Textured Models: gMax>Ms3d>MohRadiant)
- Replies: 8
- Views: 640
Hello again guys
Is there a way to control the scale of your models in order to have correct dimensions in the MOH Radiant world?? I've seen somewhere in this forum some info about it, but i don't remember where. You have to import a MOH model in LR 3d or Milkshape and scale your model compared to ...
Is there a way to control the scale of your models in order to have correct dimensions in the MOH Radiant world?? I've seen somewhere in this forum some info about it, but i don't remember where. You have to import a MOH model in LR 3d or Milkshape and scale your model compared to ...
- Fri Jul 04, 2003 4:10 pm
- Forum: Skinning / Modelling
- Topic: Question for modelling new objects and use them in QRadiant?
- Replies: 13
- Views: 605
- Wed Jul 02, 2003 11:39 am
- Forum: Skinning / Modelling
- Topic: New tutorial (Textured Models: gMax>Ms3d>MohRadiant)
- Replies: 8
- Views: 640
- Wed Jul 02, 2003 10:49 am
- Forum: Skinning / Modelling
- Topic: Question for modelling new objects and use them in QRadiant?
- Replies: 13
- Views: 605
- Tue Jul 01, 2003 6:18 pm
- Forum: Skinning / Modelling
- Topic: Question for modelling new objects and use them in QRadiant?
- Replies: 13
- Views: 605
Hello anyone here??
I have try so many ways of skinning a model, i know how to use materials, sub materials, uvw map, unwrap uvw and also a few different ways of assign a texture in a model, like using textporter, make the box .tga with all the parts of the model separate in it and all that.
WHAT ...
I have try so many ways of skinning a model, i know how to use materials, sub materials, uvw map, unwrap uvw and also a few different ways of assign a texture in a model, like using textporter, make the box .tga with all the parts of the model separate in it and all that.
WHAT ...
- Mon Jun 30, 2003 12:10 pm
- Forum: Skinning / Modelling
- Topic: Question for modelling new objects and use them in QRadiant?
- Replies: 13
- Views: 605
- Sat Jun 28, 2003 11:25 am
- Forum: Skinning / Modelling
- Topic: Question for modelling new objects and use them in QRadiant?
- Replies: 13
- Views: 605
- Fri Jun 27, 2003 7:26 pm
- Forum: Skinning / Modelling
- Topic: Question for modelling new objects and use them in QRadiant?
- Replies: 13
- Views: 605
Question for modelling new objects and use them in QRadiant?
Is it possible to design a static model(Crate or chair) in Gmax, skin it with its .tga--> assign materials, export it and see it in game and use it in QRadiant.
I mean to do it proper without have to modify another model of the game and use the new one on top of the old one files. Thats the way ...
I mean to do it proper without have to modify another model of the game and use the new one on top of the old one files. Thats the way ...
- Sun May 04, 2003 12:46 pm
- Forum: Map Reviews
- Topic: [NEW REVIEW] Corfu Liberty (SP)
- Replies: 13
- Views: 6131
Well my friend i have receive many e-mails from many people, and have discuss with some others about my map and none of them has told me that before. Also my PC that i've made that map is a Pentium III 800 with 128 SDR and a G force 3Ti 200 and never had that kind of problem. Ofcourse the map hasn't ...
- Thu Apr 24, 2003 1:50 pm
- Forum: Map Reviews
- Topic: [NEW REVIEW] Corfu Liberty (SP)
- Replies: 13
- Views: 6131
The map maker!!!
Hello to all of you and thanks for your kind words. I'm the guy who made "CorfuLiberty"---------->JimmyJBo. :P
Sorry for not being around of the community and that?s cause at the moment i'm a soldier in the Greek army. I'll do some explaining and try to cover all of your posts. I'm aware of the ...
Sorry for not being around of the community and that?s cause at the moment i'm a soldier in the Greek army. I'll do some explaining and try to cover all of your posts. I'm aware of the ...
- Mon Feb 10, 2003 4:16 am
- Forum: Mapping
- Topic: SP common/texture question???
- Replies: 1
- Views: 120
SP common/texture question???
Hello to you all.
I have 2 questions about SP maps.
My problem is that when i kill AI in the map i'm making, they die and stay between the walls,doors, stairs...
Also they do the same when they are hit and try to move on the floor. I have try to put every where needed the
common textures like ...
I have 2 questions about SP maps.
My problem is that when i kill AI in the map i'm making, they die and stay between the walls,doors, stairs...
Also they do the same when they are hit and try to move on the floor. I have try to put every where needed the
common textures like ...
- Tue Oct 15, 2002 4:39 pm
- Forum: Scripting
- Topic: New TANK tutorial here:
- Replies: 4
- Views: 749
New TANK tutorial here:
Hello to all mappers and scripters
Very soon there is going to be a new MOH advanced scripting site.
At the moment there is a Tank tutorial sample waiting for you here:
m
Kalahad is making it and hopefully i'll stick some AI tuts in it.
The same guy has made the Flakk88 tutorial at NEMESIS site ...
Very soon there is going to be a new MOH advanced scripting site.
At the moment there is a Tank tutorial sample waiting for you here:
m
Kalahad is making it and hopefully i'll stick some AI tuts in it.
The same guy has made the Flakk88 tutorial at NEMESIS site ...
- Sat Oct 12, 2002 6:04 pm
- Forum: Scripting
- Topic: Tank Script - your sugestion wanted
- Replies: 25
- Views: 1800
Is nice to know that it worked for you
Thanks guys,
Thats why we are here to help each other.
As for the:
self.gun = selfQueryTurretSlotEntity 0 // 0 is for cannon,
//1 is for the mg
yes "1" is for the machine gun. I haven't try it yet but i'm sure i know how to do it in my head.
Is the same or close, like with the stuka7 ...
Thats why we are here to help each other.
As for the:
self.gun = selfQueryTurretSlotEntity 0 // 0 is for cannon,
//1 is for the mg
yes "1" is for the machine gun. I haven't try it yet but i'm sure i know how to do it in my head.
Is the same or close, like with the stuka7 ...