[mine]psp

mAnmAn Join Date: 2005-03-05 Member: 43348Members
<div class="IPBDescription">newbie...</div> So tired......Orz
<img src='http://man835046.myweb.hinet.net/mine_psp1.jpg' border='0' alt='user posted image' />
<img src='http://man835046.myweb.hinet.net/mine_psp2.jpg' border='0' alt='user posted image' />

I changed sounds to PSP startup sound XD
Unpack this file to SteamApps\yourmail\half-life\ns\

Please copy the backup yourself~ =3=/

Enjoy it~
<a href='http://man835046.myweb.hinet.net/mine_psp.rar' target='_blank'>http://man835046.myweb.hinet.net/mine_psp.rar</a>

Sorry for my poor English... <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad-fix.gif' border='0' style='vertical-align:middle' alt='sad-fix.gif' /><!--endemo-->

Comments

  • ColtraneColtrane Join Date: 2004-02-10 Member: 26337Members
    Looking.. good.

    But why haven't you done a v_ model of it?
  • Chubi_ChanChubi_Chan Join Date: 2004-08-26 Member: 30924Members
    XD mines explode like a PSP's screen too XD
  • mAnmAn Join Date: 2005-03-05 Member: 43348Members
    <!--QuoteBegin-Coltrane+May 21 2005, 06:39 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Coltrane @ May 21 2005, 06:39 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Looking.. good.

    But why haven't you done a v_ model of it? <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Sorry I don't know how to make a v_model......Orz
  • DrfuzzyDrfuzzy FEW... MORE.... INCHES... Join Date: 2003-09-21 Member: 21094Members
    <!--QuoteBegin-mAn+May 21 2005, 06:46 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (mAn @ May 21 2005, 06:46 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-Coltrane+May 21 2005, 06:39 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Coltrane @ May 21 2005, 06:39 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Looking.. good.

    But why haven't you done a v_ model of it? <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    Sorry I don't know how to make a v_model......Orz <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Decompile the default V_ mine model and work from there, its rather simple.
  • mAnmAn Join Date: 2005-03-05 Member: 43348Members
    <!--QuoteBegin-Drfuzzy+May 21 2005, 08:35 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Drfuzzy @ May 21 2005, 08:35 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-mAn+May 21 2005, 06:46 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (mAn @ May 21 2005, 06:46 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-Coltrane+May 21 2005, 06:39 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Coltrane @ May 21 2005, 06:39 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Looking.. good.

    But why haven't you done a v_ model of it? <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    Sorry I don't know how to make a v_model......Orz <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    Decompile the default V_ mine model and work from there, its rather simple. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    But I don't know how to edit default animation T_T
  • mAnmAn Join Date: 2005-03-05 Member: 43348Members
    I see the v_model...

    I think it's too hard for me... <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad-fix.gif' border='0' style='vertical-align:middle' alt='sad-fix.gif' /><!--endemo-->
  • nogoodnicknamenogoodnickname Join Date: 2005-03-23 Member: 46172Members
  • douchebagatrondouchebagatron Custom member title Join Date: 2003-12-20 Member: 24581Members, Constellation, Reinforced - Shadow
    just open up the reference smd in milkshape or whatever, and replace the mine in the hands with the psp, then you go to the animations tab thing and assign all the psp vertexes to the same bone that the mine was assigned to. export as your reference, and compile. no need to reanimate, just use the default.
  • DrfuzzyDrfuzzy FEW... MORE.... INCHES... Join Date: 2003-09-21 Member: 21094Members
    <!--QuoteBegin-6john+May 22 2005, 01:17 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (6john @ May 22 2005, 01:17 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> just open up the reference smd in milkshape or whatever, and replace the mine in the hands with the psp, then you go to the animations tab thing and assign all the psp vertexes to the same bone that the mine was assigned to. export as your reference, and compile. no need to reanimate, just use the default. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Couldent have said it better myself <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo-->
  • CoolCookieCooksCoolCookieCooks Pretty Girl Join Date: 2003-05-18 Member: 16446Members, NS1 Playtester, Contributor, Constellation
    finally, a comical release!

    i thought i was the only person that did comical models... <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
  • mAnmAn Join Date: 2005-03-05 Member: 43348Members
    edited May 2005
    <!--QuoteBegin-6john+May 22 2005, 01:17 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (6john @ May 22 2005, 01:17 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> just open up the reference smd in milkshape or whatever, and replace the mine in the hands with the psp, then you go to the animations tab thing and assign all the psp vertexes to the same bone that the mine was assigned to. export as your reference, and compile. no need to reanimate, just use the default. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    Thanks a lot~

    But there's one error message

    ************ ERROR ************
    cannot find bone Bone51 for bbox

    What should I do <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad-fix.gif' border='0' style='vertical-align:middle' alt='sad-fix.gif' /><!--endemo-->?
  • wnnwnn Zombie Panic modeller Join Date: 2003-06-03 Member: 16960Members
    edited May 2005
    According to the message, I'm going to assume that you didn't assign any triangles to one of the mine's leg bones. To fix that, model a triangle, assign any texture to it, put it in behind the model (so it won't be seen ingame) and assign it to the bone named "Bone 51".
    If you get more errors like that, It's probably from the other bones, repeat the same thing for them.
  • mAnmAn Join Date: 2005-03-05 Member: 43348Members
    I got a new problem...

    I decompile the v_mine.mdl
    <a href='http://man835046.myweb.hinet.net/mine_error_1.jpg' target='_blank'>man835046.myweb.hinet.net/mine_error_1.jpg</a>

    then compile the qc file (I didn't change anything)
    but...
    <a href='http://man835046.myweb.hinet.net/mine_error_2.jpg' target='_blank'>man835046.myweb.hinet.net/mine_error_2.jpg</a>
  • Dark_SoulDark_Soul Hive King Join Date: 2003-11-11 Member: 22527Members
    <!--QuoteBegin-mAn+May 23 2005, 05:33 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (mAn @ May 23 2005, 05:33 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I got a new problem...

    I decompile the v_mine.mdl
    <a href='http://man835046.myweb.hinet.net/mine_error_1.jpg' target='_blank'>man835046.myweb.hinet.net/mine_error_1.jpg</a>

    then compile the qc file (I didn't change anything)
    but...
    <a href='http://man835046.myweb.hinet.net/mine_error_2.jpg' target='_blank'>man835046.myweb.hinet.net/mine_error_2.jpg</a> <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    use Kratisto's HL decompiler in the tools menu of milkshape <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink-fix.gif' border='0' style='vertical-align:middle' alt='wink-fix.gif' /><!--endemo-->
  • mAnmAn Join Date: 2005-03-05 Member: 43348Members
    edited May 2005
    <!--QuoteBegin-Dark Soul+May 23 2005, 10:08 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Dark Soul @ May 23 2005, 10:08 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-mAn+May 23 2005, 05:33 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (mAn @ May 23 2005, 05:33 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I got a new problem...

    I decompile the v_mine.mdl
    <a href='http://man835046.myweb.hinet.net/mine_error_1.jpg' target='_blank'>man835046.myweb.hinet.net/mine_error_1.jpg</a>

    then compile the qc file (I didn't change anything)
    but...
    <a href='http://man835046.myweb.hinet.net/mine_error_2.jpg' target='_blank'>man835046.myweb.hinet.net/mine_error_2.jpg</a> <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    use Kratisto's HL decompiler in the tools menu of milkshape <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink-fix.gif' border='0' style='vertical-align:middle' alt='wink-fix.gif' /><!--endemo--> <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    Thanks~ <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo-->


    It's correct in hlmv...
    <a href='http://man835046.myweb.hinet.net/psp_01.jpg' target='_blank'>Like this...</a>

    But it's incorrect in game @@
    <a href='http://man835046.myweb.hinet.net/psp_02.jpg' target='_blank'>Like this...</a>

    And the PSP's texture is 512x512
    But it seems like 256x256 in game... <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink-fix.gif' border='0' style='vertical-align:middle' alt='wink-fix.gif' /><!--endemo-->
  • ShirohShiroh Join Date: 2003-01-27 Member: 12852Members
    lol

    make this a lmg
    so we can kill skulks with UMD disc

    "guns don't kill alien? PSP/UMD do!"
  • douchebagatrondouchebagatron Custom member title Join Date: 2003-12-20 Member: 24581Members, Constellation, Reinforced - Shadow
    edited May 2005
    <!--QuoteBegin-mAn+May 24 2005, 05:06 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (mAn @ May 24 2005, 05:06 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> And the PSP's texture is 512x512
    But it seems like 256x256 in game... <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink-fix.gif' border='0' style='vertical-align:middle' alt='wink-fix.gif' /><!--endemo--> <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    i think the command is gl_maxsize "512" for textures that can be 512. i might be wrong though.

    and did you set the L,R buttons to be additive in hlmv?
  • mAnmAn Join Date: 2005-03-05 Member: 43348Members
    <!--QuoteBegin-6john+--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (6john)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> i think the command is gl_maxsize "512" for textures that can be 512. i might be wrong though.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->It worked!
    thx a lot~
    gl_max_size 512

    <!--QuoteBegin-6john+--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (6john)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->and did you set the L,R buttons to be additive in hlmv?<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->Yes, I set the texture additive in Jed's hlmv
    It's correct on L,R button
    But other's button(up,down,O,X...) can not display

    If I set a pure color in MS3d and compile, the mesh was gone <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad-fix.gif' border='0' style='vertical-align:middle' alt='sad-fix.gif' /><!--endemo-->
    How can I set the button to pure color and transparent?
  • douchebagatrondouchebagatron Custom member title Join Date: 2003-12-20 Member: 24581Members, Constellation, Reinforced - Shadow
    wait, you WANT the buttons to be transparent? if you want a texture transparent, set it to additive.
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