M.a.l.i.c.e. Progress
Daphisto
Hive Janitor Join Date: 2002-11-16 Member: 8917Members, Reinforced - Shadow
<div class="IPBDescription">how the hmg will look</div> Well, I figured out that it's not possible to completely remove the P_model weapon from the heavy armor model... or replace it with a blank model, without erasing the P_model for every other model that uses that weapon. I don't even know if that makes sense. But, it does.
The original idea was to have the P_models removed and just have his arm be the guns... but that won't work... so, sticking with my other idea, I've decided to have the weapons latch onto the side of his arm. Here's a screen shot.
P.S. I can't wait to see ppl reskin this model when it's done, I am getting so sick of the green and white color scheme.... ack!
The original idea was to have the P_models removed and just have his arm be the guns... but that won't work... so, sticking with my other idea, I've decided to have the weapons latch onto the side of his arm. Here's a screen shot.
P.S. I can't wait to see ppl reskin this model when it's done, I am getting so sick of the green and white color scheme.... ack!
Comments
That does look nice, unfortunately [unfortunate in the sense that my V_models won't match].
Yeah don't worry, the marine model will be in there.
That does look nice, unfortunately [unfortunate in the sense that my V_models won't match].<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Hmm... doh! I never even thought of that. Well, I will try it out and if it works, I will make a separate release that has that implemented.
The 2 metalic bars over his head seem a good protection against skulks <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' valign='absmiddle' alt='tounge.gif'><!--endemo-->
can't wait for the final release <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo-->
Silly Daphisto. That was suggested about a dozen times already. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' valign='absmiddle' alt='tounge.gif'><!--endemo-->
If you manage to pull it off so the P_models are hidden, you could try something I thought up when I was half asleep to put custom P_models.
You know how the P_model has a skeleton, right? How about splitting the skeleton at the elbow, so it has two "Bip01 R Hand" bones [Bip01 R Hand and Bip01 R Hand2, for example]. Assign the normal P_model to the "Bip01 R Hand" bone and the HA's model to "Bip01 R Hand2". Add Bip01 R Hand2 to the regular marine skeleton and put the bone really, really far away, like the HA hand bone we've been suggesting. Rename the bone in the HA's "hand" area to "Bip01 R Hand2" and add the bone "Bip01 R Hand", but really, really far away. That would require an addition to all the frames in the animations for both, though, to make sure the extra bone in each stays really far down. Does anyone know the coordinates for the up/down axis? How to make it go down, down, down? Just find the right position in coordinates and copy-paste that in to all the frames of all the anims... Still, it's a daunting idea.
Can't shrink it. Moving it inside him would look funny cuz parts would stick out.
=DD=Wolf Kahler: Maybe. But you won't be able to put the P_ model really far away. Hitboxes will go into walls and can cause weird stuff.. and can even crash HL. What i suggest, if to make another right arms of bones from the shoulder and attach the model's arm to it and send the bip 01 r hand bone straight into his torso, pointing downwards. Less chance of sticking out and of crashing.