Search found 95 matches

by Vic Marrow
Sat May 15, 2004 3:31 am
Forum: Skinning / Modelling
Topic: FG42??????
Replies: 6
Views: 705

Hey Krane, I brought the FG42 into LightRay 3d modeling program and gave it the bones "tag_barrel" and "tag_eject" And created a new .skc and .skd for it. It now has muzzel flash and shell eject. If you want the files I made you can have them. Just tell me where to send them.
by Vic Marrow
Wed Feb 18, 2004 5:30 pm
Forum: Bots
Topic: Add new skins to bots?
Replies: 4
Views: 842

Yes I have some player skins and want these skins on the bots. Yes I modified a bot.tik but didn't seem to work. I will try again.
Sorry I didn't get back to your replys sooner but my internet was down for a while thanks for your help!
by Vic Marrow
Wed Feb 11, 2004 8:54 pm
Forum: Bots
Topic: Add new skins to bots?
Replies: 4
Views: 842

Add new skins to bots?

Is it possible to add new player skins to jvbots. I tried by going into the human folder and adding a new skin .tik but this didn't seem to work. Also is it possible to force models of your choice from the console? I read the part about force models and the way I understand it is that what ever ...
by Vic Marrow
Wed Feb 04, 2004 7:28 pm
Forum: Skinning / Modelling
Topic: Edit UV lightray again :-\
Replies: 1
Views: 404

Go here http://www.sxcreations.com/phpBB2/

This forum can answer all your questions about Lightray 3d :D
by Vic Marrow
Wed Jan 14, 2004 6:57 am
Forum: Scripting
Topic: Pathnode and console question
Replies: 9
Views: 240

What does the .pth file do? The reason I ask about spawning pathnodes is that I would like to battle in the MP Ardennes map. I like this map. But I can't play it on line it lags really really bad. I have spawned ai into the map but they will only fight in the one street area. I decompiled the map ...
by Vic Marrow
Tue Jan 13, 2004 6:11 pm
Forum: Scripting
Topic: Pathnode and console question
Replies: 9
Views: 240

Pathnode and console question

Is it possible to spawn pathnodes into a map. If so, can you get map coordinates while in game using the console? Also I see that you can type in the console "editscript" and a window with your game script will appear. You can change the script there, but when I change the script it says "Do you ...
by Vic Marrow
Sat Jan 10, 2004 4:24 pm
Forum: Mapping
Topic: Ardennes map questions
Replies: 2
Views: 126

Ardennes map questions

I took the MP_Ardennes_TOW.bsp and decompiled it and theres like a small seprate map in there it looks like a german pow camp. What is this? Is there a way to get there? Is there a teleport or somthing? I took the original bsp, min, pth, and scr and gave them a test prefix. I opened the script and ...
by Vic Marrow
Thu Jan 01, 2004 3:39 pm
Forum: Skinning / Modelling
Topic: LightRay 3d problem
Replies: 1
Views: 405

I sent the file to Promitheas over at the Light Ray forum
Promitheas wrote:

I "repaired" your file.It seems quaternions(rotations)
got screwed up somehow.Had a similar problem in v1.3.4
which I thought I solved.I'm not sure about what
caused it, yet.I've got to include this fix in the
update I'm ...
by Vic Marrow
Tue Dec 30, 2003 9:05 pm
Forum: Skinning / Modelling
Topic: LightRay 3d problem
Replies: 1
Views: 405

LightRay 3d problem

I'm trying to make a reload animation for the FG42. I move the hand to the clip no problem, get the hand positioned on the clip. Then I try to rotate the finger bones to grasp the clip and all of a sudden I get a white beam. I check the bones and the ones I tried to rotate disappear Did this ever ...
by Vic Marrow
Sun Dec 21, 2003 1:55 am
Forum: Skinning / Modelling
Topic: breakthrough skin into mohaa
Replies: 4
Views: 545

Go into maintt/pak1.pk3 Then go to textures/models/human/ and there will be all the new .tga and .jpg used in Breakthrough and the ones that aren't in there are taken from the mainta pak1.pk3 file or the main pak2.pk3 file.
by Vic Marrow
Sat Dec 20, 2003 4:01 am
Forum: Skinning / Modelling
Topic: breakthrough skin into mohaa
Replies: 4
Views: 545

What do you mean you can't see the .tga? Does the skelton show up with no textures? I got the tank commander skin into Spearhead but not Allied Assult. Just put everything in its own .pk3 file and stuck it in my main folder. But in the shader I had to make a shorter path to the textures.
by Vic Marrow
Fri Dec 12, 2003 8:42 am
Forum: Scripting
Topic: Offset origin How?
Replies: 8
Views: 326

I got it to work like this:
$tankcdr.origin = $Sherman.origin + ( -8 -14.5 80)
$tankcdr bind $Sherman
Looks cool to see the Sherman drive by with the commander up in his coupla.
But it still needs some work. I have him exit the tank like this:
$nazi_tank waittill death
$tankcdr unbind ...
by Vic Marrow
Thu Dec 11, 2003 9:23 pm
Forum: Scripting
Topic: Offset origin How?
Replies: 8
Views: 326

Sorry

self.origin = local.other.origin
self.origin = local.other^
^~^~^Script Error: Cannot cast 'vector' to listener
self.origin = local.other.origin
self^
^~^~^Script Error: Cannot cast 'NIL' to vector
self.angles = local.other.angles
self.angles = local.other^
^~^~^Script Error: Cannot cast ...
by Vic Marrow
Thu Dec 11, 2003 7:57 pm
Forum: Scripting
Topic: Offset origin How?
Replies: 8
Views: 326

I tried these and had problems (of course) Probely didn't set'em up right. I tried your way jv_map. I set it up like this:
glueguytotank local.tank local.offset:

local.tank = $Sherman
local.org1 = spawn script_origin
local.org1 thread glueto local.tank
local.offset = ( -8 -14.5 112)
local ...
by Vic Marrow
Thu Dec 11, 2003 5:49 am
Forum: Scripting
Topic: Offset origin How?
Replies: 8
Views: 326

Offset origin How?

I got a Sherman tank moving, turning, stopping. The turrent rotates and fires. I even figured out how to drive it. (big deal for me :roll: ) What I would like to do is glue a tank crew to it I know when you use "glue" You glue one enity origin to another enity origin. How would you offset an origin ...