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SMOD & SMOD2 / Re: A fix for viewmodel hands vanishing or distorting on recompile?
« Last post by Onemanshow on January 23, 2018, 04:48:02 AM »
SMOD was built an ancient version of Source that dates back to the original 2004 release of HL2, so any models compiled on engine versions newer than EP1 will have issues. Since Valve updated all the Source games to run on a newer branch of the engine years ago and moved the tool sets into the games themselves, that basically means all of them. :-\

The only studiomdl version SMOD is fully compatible with is included in the old Source SDK that should still be available through Steam. The studiomdl version you'll want to use should be in "common\SourceSDK\bin\ep1\bin" once it is installed. Be aware that because it is an old compiler that it has limitations newer versions don't have, like not accepting models that have more than 10000 polygons per material.
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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.
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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)
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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, 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.
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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.
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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?
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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.
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