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SMOD & SMOD2 / A fix for viewmodel hands vanishing or distorting on recompile?
« Last post by Dazza-chan on January 21, 2018, 07:06:36 AM »
What are the possible causes for viewmodel hand distortion? or in the case of a few weapons im trying to use, completely vanishing hand rigs when recompiling, anyone have any ideas what sort of things i need to change to fix this? I'm using crowbar.

I'm no modeller btw, i have only minimal experience so be nice please.
2
SMOD & SMOD2 / Re: hooking in to the outputs of existing map entities?
« Last post by Dazza-chan on January 20, 2018, 01:42:51 AM »
Yea i feel you man, incredibly frustrating when you are trying to learn but theres absolutely no documentation because it all gets deleted. Looking at yout gamebryo engine..
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SMOD & SMOD2 / Re: hooking in to the outputs of existing map entities?
« Last post by Astraxis on January 19, 2018, 08:34:30 PM »
Props for not deleting all the replies and editing the OP to "nevermind", like 99% of old posts I find when I need help (damn you UT2004 troubleshooting)
4
SMOD & SMOD2 / Re: hooking in to the outputs of existing map entities?
« Last post by Dazza-chan on January 19, 2018, 12:25:30 PM »
Answered my own question.

   "event"
      {
      "targetname" "ent1"
      "action" "addoutput"
      "value" "output 2,input,,0,1"
      }

For instance

   "event"
      {
      "targetname" "trap_k_brush"
      "action" "addoutput"
      "value" "OnBreak men2,ignite,,0,1"
      }

Just incase anyone else has this same question at any point.
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SMOD & SMOD2 / Re: hooking in to the outputs of existing map entities?
« Last post by Dazza-chan on January 19, 2018, 11:01:06 AM »
To clarify, i know i know it can be done through a simple lua function such as

function Initialize()

   local ent = HL2.FindEntityByName(nil, "ent1")
   if ( ent ~= nil ) then
      HL2.KeyValue(ent, "output1", "ent2,input1,,0,1")
   end
end

But i want to know if its possible to do without using lua through just the mapadd script, for ease of use.
6
SMOD & SMOD2 / hooking in to the outputs of existing map entities?
« Last post by Dazza-chan on January 18, 2018, 11:42:12 AM »
Is there anyway of hooking in to the outputs of existing map entities not added via mapadd?

I'm trying to send a disable input to an npc_template_maker from a path_track via its OnPass output, however I'm not sure how to do this since the path_track is is in the map to begin with.

I know i could easily use an Instant_trig with the "touchname" command for the entity following the track but i want to know if i can hook into existing entities for future reference.
7
Weapon Releases / Re: [CUSTOM]ST Kinetics CPW
« Last post by Zoldat on January 17, 2018, 12:31:17 PM »
Looks good! And I like animations too, interesting can you port SL-8 from that mod? Also interesting, that mod have MSG90A1 rifle? (Military variant of PSG1)

And which tools you used to extract meshes from that game?

Thanks!  ;D  Well, I could but I have some other business to do  :(  Not saying that I won't port them at all though  ;)

All models from that game are in ACT model format. To convert them into a format 3ds Max can import, I used MilkShape 3D 1.8.4. But there is the trick - MilkShape can't normally import ACT files too. But by using the included plugin tool "DirectX Mesh tools" it is possible to sucessfully import ACT file too.  :)  Now, you can edit the mesh in MilkShape itself and even convert it into SMD at that point. It's just easier for me to export the mesh into 3ds file, then import it back in 3ds max and THEN do the rest modelling, animating etc.

P.S: By the way, the weapon model is not a single file, but several separated model files like body, magazine, stock and so on. Some of body parts have differents variants, like two-three scopes.
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Weapon Releases / Re: [CUSTOM]ST Kinetics CPW
« Last post by Chyvachok on January 17, 2018, 11:11:06 AM »
Looks good! And I like animations too, interesting can you port SL-8 from that mod? Also interesting, that mod have MSG90A1 rifle? (Military variant of PSG1)

And which tools you used to extract meshes from that game?
9
SMOD & SMOD2 / Re: Dive move for SMOD?
« Last post by Onemanshow on January 16, 2018, 10:43:04 PM »
There's one thing I forgot to mention about the dive script. It won't work properly unless you have "smod_player_deathcam" set to 0.

For some reason, SMOD introduces physics quirks related to the player when "smod_player_deathcam" is set to 1 or 2. It breaks an old feature of the the Shovel weapon, as it used to propel the player upwards when you aimed down and held primary fire, but more relevant is that taking damage while in mid-air will completely kill momentum and cause you to simply fall to the ground, which is a big problem when a dive stops dead because someone hit you. :-\

It didn't used to be like this - I think something changed around SMOD 39 that brought this on. In any case, setting "smod_player_deathcam" to 0 fixes these issues. It comes at the cost of making the death camera act like it does in vanilla Half-Life 2, and for some reason disables the player model's animations in third-person, so you'll just see it in a t-pose if you use any third-person view options.
10
Weapon Releases / [CUSTOM]ST Kinetics CPW
« Last post by Zoldat on January 16, 2018, 01:21:07 PM »
ST Kinetics Combat Personal Weapon(or CPW).
Hello everyone  :) Allow me to introduce this Singapore made submachine gun and by the way my first weapon release in 2018:

This neat gun caught my attention and I decided to port it into Smod. But the only model of it I could find and download was in the mod called "Give Everybody Guns" for videogame "7.62 Hard Life". Since the model was made for game's engine what is less advanced that Source, it has a bit shitty textures - sorry for that  :(
The original model had no sights whatsoever, so I had to take and attach sight mesh from another model. I took Eotech model from this weapon skin and attached it to the gun. I think it looks good  :)
The model has custom animation made by me  ;) It has two reload animations - empty clip reload and non-empty one - and also has two versions of hands model: HEV and Counter-Strike: Source gloves.
Hope you like it  :D

Features:
-Two hands model variants - HEV hands(Half-Life 2) and gloves(Counter-Strike Source).
-Working world models;
-Two reload animations;
-Has the weapon icon.

Link: http://www.mediafire.com/file/5v8izqf9o5rt1wi/stcpw_for_smod.rar

Credits:
Model and textures for it were taken from "Give Everybody Guns" mod for videogame "7.62 Hard Life"(link to the mod: https://steamcommunity.com/sharedfiles/filedetails/?id=963744567)
Eotech model: Twinke Masta and Gigantosaurus (Eotech model was taken from weapon skin here: https://gamebanana.com/skins/8484)
Sounds: Magmacow(https://gamebanana.com/sounds/26591 and https://gamebanana.com/sounds/28249) and NightmareMutant(https://gamebanana.com/sounds/21204)
-------
Porting, rigging, animating and compiling into Smod/Half-Life 2 by me.
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