A Few Questions

Jesus_HorsewoodJesus_Horsewood Join Date: 2004-01-05 Member: 25078Members
I know I'm a newbie here, I lurk around quite a few mod forums, but don't often post, but I am trying to mod/custom NS with a few friends, they are the programming types, I'm just the humble artist, and would be greatful if a few of you sagely types could iron out a few things:)

I have a great tutorial on how to model/map/skin HL , but does NS support the extra jaw bone?

I'm assuming the skels are the same also.

Would it be possible to have two pistols or is it restricted like I belive Haflife is to pistol or rilfe types due to the built in anims?

Thanks in advance
JH

(Have tried to search for the answers but to no avail, polly using the wrong terms <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo--> )

Comments

  • BAshhBAshh Join Date: 2003-08-26 Member: 20222Members, NS1 Playtester, Contributor
    Not sure about the skelital question, but the dual pistols? that's done in the coding. Granted you would need models to reflect the programming as well, but yes it's very well possible, just look at The Speciallists, Counter-Strike, and The Opera; they all contain dual pistols.
  • DelarosaDelarosa Naturally Custom Join Date: 2002-11-29 Member: 10214Members, NS1 Playtester
    Dual Pistola - possible, but you are unable (i think) to have the sprite muzzleflash work on both pistols....

    Jaw Bone - yes NS/HL does
  • Jesus_HorsewoodJesus_Horsewood Join Date: 2004-01-05 Member: 25078Members
    Thank you, now I'm set to remodel a few avatars:)

    Pistol wize will have to see if my programmer mates are up to the challenge <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->

    I personally wouldn't have a clue <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->

    Cheers
    JH
  • ObstObst Join Date: 2003-03-12 Member: 14436Members, Constellation
    You can use both muzzle flashes, as all muzzleflash sprites are the same. Use one for left, one for right pistol and it's done.
  • MausMaus Join Date: 2002-11-03 Member: 5599Members
    edited January 2004
    You can have up to three attachment points on a skeleton, so therefore up to three muzzle flashes.

    Dual pistols might be trickier than other mods because of the differences between the LA and HA skeletons, but I've never tried it so it could just work as normal for all I know.
  • coilcoil Amateur pirate. Professional monkey. All pance. Join Date: 2002-04-12 Member: 424Members, NS1 Playtester, Contributor
    edited January 2004
    The difficulty with dual pistols is in the coding; when you fire, the game calls for the "fire" animation. With dual pistols, it's more like this:
    <!--c1--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>CODE</b> </td></tr><tr><td id='CODE'><!--ec1-->FIRE
    call "fire" animation
    FIRE = FIRE2

    FIRE2
    call "fire2" animation
    FIRE2 = FIRE<!--c2--></td></tr></table><span class='postcolor'><!--ec2-->
    Basically, the code calls alternately for fire1 (fire right pistol) and fire2 (fire left pistol). NS doesn't include any code that makes that distinction, so dual pistols can't work.

    However, if you look at the HMG animation, it *does* include two different firing animations: shoot_top and shoot_bottom. Theoretically, you could make an HMG model that was two weapons - two uzi-like guns, perhaps.
  • BAshhBAshh Join Date: 2003-08-26 Member: 20222Members, NS1 Playtester, Contributor
    edited January 2004
    if you want 'fake' Dual pistols, do what i did with the Dual Autoshotties for counterstrike; make a bone that's off in the middle of nowhere (give it a box that's far back so that milkshape will still compile it too) then assign the attachment to the bone, and have it so when you shoot (depending on the animations mind you) the bone goes to the muzzle of whichever is being shot. Works quite well I must say.

    Though coil is right, you would just about need more then one shoot animation. At least for it to look good.
  • ObstObst Join Date: 2003-03-12 Member: 14436Members, Constellation
    edited January 2004
    You can have random multiple anims for one action, so you can have a anim firing the left one and one firing the right one and add the same chances to them being played, if I remember my qc-scripting tut I read correctly <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->

    :EDIT: <a href='http://articles.thewavelength.net/index.php?site=article&id=170' target='_blank'>http://articles.thewavelength.net/index.ph...=article&id=170</a>

    Search for "random", it explains it with a multiplier who states the cahnce of it being played. So IMHO 2 fire anims are possible...
  • coilcoil Amateur pirate. Professional monkey. All pance. Join Date: 2002-04-12 Member: 424Members, NS1 Playtester, Contributor
    Ah, good point. My only concern is that the code doesn't expect to find two fire animations, which could throw off the rest of them (based on my limited experience with code vs. animations in Nightwatch - currently, firing the shotgun plays the "draw" animation <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->).
  • ObstObst Join Date: 2003-03-12 Member: 14436Members, Constellation
    Should be worth trying, but I'm, too lazy ATM. And if HL reads it out by the order they are enlisted in the qc, just put the new $sequence at the end of the file and it should work. Someone please try it <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • BAshhBAshh Join Date: 2003-08-26 Member: 20222Members, NS1 Playtester, Contributor
    <!--QuoteBegin--Obst & Gemuese+Jan 6 2004, 01:15 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Obst & Gemuese @ Jan 6 2004, 01:15 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Should be worth trying, but I'm, too lazy ATM. And if HL reads it out by the order they are enlisted in the qc, just put the new $sequence at the end of the file and it should work. Someone please try it <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    sort of yes. it doesnt matter names *name it HAHAH for all it cares* sequence is what matters like you say, i'm not sure adding a $sequence line at the end would work though, just open the normal shotty and then find out what the anim listing is, then add them as such in the qc file <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
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