couldnt it be the nromal STG44? with the front sites? I always did like it like that <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
<!--QuoteBegin-UESC DURANDAL+Jun 12 2004, 09:42 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (UESC DURANDAL @ Jun 12 2004, 09:42 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> why does every bad evil army in anis take the look of the "Wehrmacht"? <!--emo&???--><img src='http://www.unknownworlds.com/forums/html//emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif' /><!--endemo--> <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> I don't really understand the expression "bad evil army in anis", and why do you put Wehrmacht in quotation marks? So, please reformulate your question.
:EDIT: Oh, great Clashen! But the front grip is supposed to be full metal only, no wood <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo--> And it isn't a normal STG44 because... everyone else has a normal STG44, and Jin Roh is the only movie I know that features this prototype version of the STG44.
Hm, the attachment feature in the EDIT mode appears to be bugged for me, so it's double-post time <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->
I don't know if I can get it ingame like that, because the fire anim of the chain is looking not fluid (because it IS static... OK not everything, it is already seperated in 2 parts...) So I'd need more bones to make it fluid...
:EDIT: Doh! I forgot I can edit the anim... *smacks head* But still I have to wait to see the look of it on the LA.
<b>:EDIT2:</b> OK, forget this. It doesn't work. I suck <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html//emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif' /><!--endemo--> *cries*
<!--QuoteBegin-Obst & Gemuese+Jun 12 2004, 01:00 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Obst & Gemuese @ Jun 12 2004, 01:00 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-UESC DURANDAL+Jun 12 2004, 09:42 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (UESC DURANDAL @ Jun 12 2004, 09:42 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> why does every bad evil army in anis take the look of the "Wehrmacht"? <!--emo&???--><img src='http://www.natural-selection.org/forums/html//emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif' /><!--endemo--> <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> I don't really understand the expression "bad evil army in anis", and why do you put Wehrmacht in quotation marks? So, please reformulate your question.
:EDIT: Oh, great Clashen! But the front grip is supposed to be full metal only, no wood <!--emo&:D--><img src='http://www.natural-selection.org/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo--> And it isn't a normal STG44 because... everyone else has a normal STG44, and Jin Roh is the only movie I know that features this prototype version of the STG44. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> this question was more ment as a joke <!--emo&:D--><img src='http://www.natural-selection.org/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->
Hm, I tested the "chained" p model ingame, and the glitch when firing is almost unnoticable <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo--> The only problem will appear when they put in 3rd person reload animations, because then it will look a bit strange <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo--> Hm, let's clear out "strange": One half of the chain sticks in the air, the other moves with the left hand. Is this acceptable by you guys?
(Yes, the HMG player model turns the LA into a mini-HA <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo--> )
couldnt you just make all the bullets assigned to the right hand?
lmao was just looking at that picture, it looks like hes trying to get the bullets off his arm <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
Then the glitch would just appear closer to the gun and it would even clip through the gun :/
:EDIT: Well, I think I'll use the armplate animations for LA v, too. For this I applied my 1337 2D skillz to the HA armplate and came up with taht skintone:
looking great obst hope you finaly finish this <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo--> its been in development for sooooo long
i wanna test some more :> <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> but you've already tested the HA and there are other people who want the pack <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
i wanna test some more :> <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> same here <!--emo&:0--><img src='http://www.unknownworlds.com/forums/html//emoticons/wow.gif' border='0' style='vertical-align:middle' alt='wow.gif' /><!--endemo-->
I already made new ones, but for this there would be many new bones needed... And for the bones to only appear during the reload anim I'd still need faces assigned to it, .... uhm OK transparency can do that.... I'll have to look into this when I have enough time at my hands and when I'm back home, cause at the moment I'm in London <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html//emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif' /><!--endemo--> And about custom muzzle flashes.... Perhaps I can do something else... even better... but again, I need time for that (and my PC)
<img src='http://mitglied.lycos.de/adolfkrug/bump.gif' border='0' alt='user posted image' /> OK I'm back from London and started working. I decided to make new bones for the chains, and that's how it looks ATM. But I still have one question to solve: <a href='http://www.unknownworlds.com/forums/index.php?showtopic=73511' target='_blank'>http://www.unknownworlds.com/forums/in...showtopic=73511</a>
Only 9... <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo--> But I think I need to resmooth the player models (waaaaaaaaaaaah... <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html//emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif' /><!--endemo--> ) And perhaps I even have to redo all MG42 player animations because of these new bones.... <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html//emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif' /><!--endemo-->
<!--QuoteBegin-Clashen+Jun 14 2004, 10:29 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Clashen @ Jun 14 2004, 10:29 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Great job Obst, gotta love the playermodels. I use them ingame <3 <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> Me 2 <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->
very weel done obst ! cant wait for the final pack <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
Oh, btw: I fixed the problem of the bones disappearing in the player model by using a seperate $body with invisible faces assigned to the bones I need for the chain!
*d0nces*
The vertexes of these faces only differ in the y-axis so they should be invisble, but to be sure I added a 64x64 $masked skin to it <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
<!--QuoteBegin-Obst & Gemuese+Jun 19 2004, 01:04 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Obst & Gemuese @ Jun 19 2004, 01:04 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Oh, btw: I fixed the problem of the bones disappearing in the player model by using a seperate $body with invisible faces assigned to the bones I need for the chain!
*d0nces*
The vertexes of these faces only differ in the y-axis so they should be invisble, but to be sure I added a 64x64 $masked skin to it <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo--> <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> er....what
please repeat it for only humans and not gods in this forum <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->
... If you have bones on a model which neither have vertexes (corners of faces [those surfaces with the skin on it]) nor leads to a bone which has vertexes assigned (bones have a chain like structure) it is not included in the .mdl when the model is compiled. But I need those bones to move in the hmg animations. Unfortunately, these bones have normally nothing assigned to them, therefore they would disappear. So I need to create invisble faces assigned to these bones, so that they don't disappear but at the same time don't change the visible model. To do this, you have to inport the player reference .smd into milkshape because you cannot put the bones manually into Milkshape because this screws up the model. But, when importing the smd my PC freaks up the model's smoothing (=lighting), so I must use another method. For this, I put the bones and the invisible faces into another .smd. In the .qc, you now have a $body "body" "marine_ref" for the normal model, and I add a $body "fake" "fakeface" to it. "fakeface.smd" is the name of the bone's/face's .smd. This neither freaks up the model nor the smoothing. The invisibility is achieved by allowing the faces only to differ in 1 dimension, renderenign them a "1D-Object" instead of a 2D or 3D one. So you have them invisibel. Now, to lower the risk as much as possible, I add a fully transparent texture to them.
Comments
Utter
Sexy
:o
I don't really understand the expression "bad evil army in anis", and why do you put Wehrmacht in quotation marks? So, please reformulate your question.
:EDIT: Oh, great Clashen! But the front grip is supposed to be full metal only, no wood <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->
And it isn't a normal STG44 because... everyone else has a normal STG44, and Jin Roh is the only movie I know that features this prototype version of the STG44.
<img src='http://mitglied.lycos.de/adolfkrug/roh_ref2.jpg' border='0' alt='user posted image' />
<img src='http://mitglied.lycos.de/adolfkrug/roh_ref3.jpg' border='0' alt='user posted image' />
<img src='http://mitglied.lycos.de/adolfkrug/roh_ref4.jpg' border='0' alt='user posted image' />
I don't know if I can get it ingame like that, because the fire anim of the chain is looking not fluid (because it IS static... OK not everything, it is already seperated in 2 parts...) So I'd need more bones to make it fluid...
:EDIT: Doh! I forgot I can edit the anim... *smacks head* But still I have to wait to see the look of it on the LA.
<b>:EDIT2:</b> OK, forget this. It doesn't work. I suck <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html//emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif' /><!--endemo--> *cries*
I don't really understand the expression "bad evil army in anis", and why do you put Wehrmacht in quotation marks? So, please reformulate your question.
:EDIT: Oh, great Clashen! But the front grip is supposed to be full metal only, no wood <!--emo&:D--><img src='http://www.natural-selection.org/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->
And it isn't a normal STG44 because... everyone else has a normal STG44, and Jin Roh is the only movie I know that features this prototype version of the STG44. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
this question was more ment as a joke <!--emo&:D--><img src='http://www.natural-selection.org/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->
The only problem will appear when they put in 3rd person reload animations, because then it will look a bit strange <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
Hm, let's clear out "strange": One half of the chain sticks in the air, the other moves with the left hand. Is this acceptable by you guys?
Well, ok <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html//emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif' /><!--endemo-->
(Yes, the HMG player model turns the LA into a mini-HA <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo--> )
lmao was just looking at that picture, it looks like hes trying to get the bullets off his arm <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
:EDIT: Well, I think I'll use the armplate animations for LA v, too. For this I applied my 1337 2D skillz to the HA armplate and came up with taht skintone:
i wanna test some more :>
i wanna test some more :> <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
but you've already tested the HA and there are other people who want the pack <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
*cough* me *cough*
i wanna test some more :> <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
same here <!--emo&:0--><img src='http://www.unknownworlds.com/forums/html//emoticons/wow.gif' border='0' style='vertical-align:middle' alt='wow.gif' /><!--endemo-->
And about custom muzzle flashes.... Perhaps I can do something else... even better... but again, I need time for that (and my PC)
OK I'm back from London and started working. I decided to make new bones for the chains, and that's how it looks ATM. But I still have one question to solve: <a href='http://www.unknownworlds.com/forums/index.php?showtopic=73511' target='_blank'>http://www.unknownworlds.com/forums/in...showtopic=73511</a>
But I think I need to resmooth the player models (waaaaaaaaaaaah... <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html//emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif' /><!--endemo--> )
And perhaps I even have to redo all MG42 player animations because of these new bones.... <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html//emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif' /><!--endemo-->
Me 2 <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->
very weel done obst !
cant wait for the final pack <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
I fixed the problem of the bones disappearing in the player model by using a seperate $body with invisible faces assigned to the bones I need for the chain!
*d0nces*
The vertexes of these faces only differ in the y-axis so they should be invisble, but to be sure I added a 64x64 $masked skin to it <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
I fixed the problem of the bones disappearing in the player model by using a seperate $body with invisible faces assigned to the bones I need for the chain!
*d0nces*
The vertexes of these faces only differ in the y-axis so they should be invisble, but to be sure I added a 64x64 $masked skin to it <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo--> <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
er....what
<!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
If you have bones on a model which neither have vertexes (corners of faces [those surfaces with the skin on it]) nor leads to a bone which has vertexes assigned (bones have a chain like structure) it is not included in the .mdl when the model is compiled.
But I need those bones to move in the hmg animations. Unfortunately, these bones have normally nothing assigned to them, therefore they would disappear.
So I need to create invisble faces assigned to these bones, so that they don't disappear but at the same time don't change the visible model. To do this, you have to inport the player reference .smd into milkshape because you cannot put the bones manually into Milkshape because this screws up the model. But, when importing the smd my PC freaks up the model's smoothing (=lighting), so I must use another method. For this, I put the bones and the invisible faces into another .smd. In the .qc, you now have a
$body "body" "marine_ref"
for the normal model, and I add a
$body "fake" "fakeface"
to it. "fakeface.smd" is the name of the bone's/face's .smd.
This neither freaks up the model nor the smoothing. The invisibility is achieved by allowing the faces only to differ in 1 dimension, renderenign them a "1D-Object" instead of a 2D or 3D one. So you have them invisibel. Now, to lower the risk as much as possible, I add a fully transparent texture to them.
Was this more clearly?
<!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
<b>:UPDATE:</b> Updated BG:
<img src='http://mitglied.lycos.de/adolfkrug/jr_title_full7c.jpg' border='0' alt='user posted image' />