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DiGiTALY -TC-

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Everything posted by DiGiTALY -TC-

  1. ops sry it was hard to hear in the video... if those features are already there I'm 100% satisfied
  2. I think it's ok but it would be nice to have a few variations of the "thwack" sound (in [GR] you usually hear it once, max twice so it was very effective but in graw you could hear a few times before dying) what kind of variation? a more metallic one and a more liquid one ..that's my best explanation sry the new color fx is ok too without those fuzzy lines (I know you can't turn into red because of the teen rating so we will think about that ) keep up the good work
  3. guys soon you will see mexico city from an higher point of view (hey grin you better start working on those poor textured tv antennas )
  4. it works like this: -you're supposed to unbundle the .bundle files -the editor is an assembler for 3d contents -custom 3d contents are created in 3dsmax -custom 3d contents need both a materials.xml and a "nameofthe3dcustomcontent".xml (you have to manually write these 2 files in an xml editor, copy-pasting from existing ones used in the game, it's quite easy after a few times) -most of the advanced proprieties are inside .xml files -other few but important things are controlled by dxe scripts about your idea: if I were you, I'll start by looking at the xml of the street signals, (coz you don't need a complex AI) they go down when hit.. also you need to create a few events in the mission.xml (eg: to record every time you hit one of them..) so it should be a little total conversion, but I'm not a scripter so I'm just guessing.. in conclusion you should have everything you need to make it happen, the only problem is if you can make it happen
  5. I like the urban target pratice idea.. the map and the dynamic contents are not a problem, the random routines might be..but the coming dxe decompiler should solve those too
  6. ..it'll be hard with the physic engine..but maybe grin could achieve it
  7. DAL dallas? SJO sounds east european.. TAC no idea
  8. yup I'm working in that direction but it's a bit hard without a max scene to look at..there might be some dummies (w/physic) to insert and I can't get their unique name from the .xml the collision aren't a problem at all..there is an example in the tutorial with the mesh_mopp (which is the most accurate, use it for terrain only) but there are other type of collision (box, sphere, capsule) for simpler objects. Ex: if you do a tv set (tv), you just need to create a box (coll_tv) to cover the volume of the 3d model and the hierachy will be: root_point coll_tv tv so all you need to do is to create boxes (you'll set them to be hidden in the .xml) to cover every single object you don't want to pass through untill you get the max8 plugin you can create the 3d model, all the collision boxes and their hierachy links EDIT: back on topic... the more I think about the heli solution, the more I doubt it could work in MP (DM-TDM-DO).. coz there aren't situation in which you encounter vehicles..maybe it can be scripted only in a mission... so in order to make a working elevator in a MP game, I must find a way to move the ghost along the z axis while in playing mode
  9. maybe the solution for this is similar to the chopper's solution.. you go near the elevator, you press action key, the ghost enters the elevator automatically, the camera change, he is lifted, you press action key again to exit on the roof..(am I on the right path grins?) as soon as it works..
  10. nope sry, maybe I misunderstood..did you want to use shag fur to create the 3d mesh or to create the leaf-billboards?
  11. good one (moles will not be happy with all those trunks... )
  12. guys candies will come, but right now my primary objective is to learn all the possibilities of the diesel engine...it's professional hazard, first collect infos, then do the job with the best resources (nope, I'm not an assassin-for-hire )
  13. you can import in the editor any object created in 3dsmax, so you can download basically any object from the web (.3ds.max.lwo.obj.dxf etc) import them into max and then export them into the editor (here you need the tutorials to process your models in the right way..)
  14. in my long long long experience this happens when the link to the .diesel is wrong in "nameoftheprop".xml or in the unit file, check 'em
  15. it helps a lot, thx wille
  16. ichi san korekaramoii shigoto wo tsuduke tekudasai
  17. Hi, today I'm working on..an elevator why an elevator? because there aren't vertical ladders so it could be a fast way to reach a roof (to make them playable) or a watch tower (yup I'm thinkin to you fellow snipers ) I've already created and tested both the model and the animation (elevator and sliding doors), but the question is... can an animated 3d object lift the player model ? I know that the player model can be moved (X an Y) if hit by vehicles, what about Z axis? coz in a chopper he is transported (X,Y,Z)..do I need to create some special dummy entity? thx
  18. Any chance we can download the new animated prop??? it will be inside my first map.. when it's ready you 'll be able to insert every prop I did into your own maps
  19. yup sorry I didn't know shag fur had that ability (I've only used it for...fur) so I had to take a little time to check it and even if it does a quite good job keeping low the polygons, it's still too much to handle in a forest and definitely grin didn't use it (you can use it to create some nice trunks btw) I think grin's trees work more like the plugin "forest", with alpha-textured planes auto-aligned to the camera
  20. LOL I'm in a sort of pre-vacation too but I still spend a few hours on the editor...I guess we are addicted
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