[QUOTE=NitronikALT;30471584]That animation is probably a viewmodel, right?
Won't it flicker, like Advanced Weaponizer's viewmodels?[/QUOTE]
I'm using a very different viewmodel system this time around :>
[QUOTE=MechaBowser;30471828]I'm using a very different viewmodel system this time around :>[/QUOTE]
What about world models?
[QUOTE=MechaBowser;30471828]I'm using a very different viewmodel system this time around :>[/QUOTE]
So, uh... any plans on implementing that into the advanced weaponizer? :allears:
[QUOTE=Funny Hats;30472428]So, uh... any plans on implementing that into the advanced weaponizer? :allears:[/QUOTE]
that's impossible because mecha pretty much did 1 model = 1 animation :v:
[QUOTE=Max of S2D;30472518]that's impossible because mecha pretty much did 1 model = 1 animation :v:[/QUOTE]
I don't quite understand but I'm just as sad at this news. As you can see the emotion is washing over me.
Looks more like a world model (that or it's just really low quality for some reason)
Mecha, I remember you saying that currently paying for the two slag servers is about as much as you can afford. Well, I love this mod, and I love your work, as I'm sure you're aware *ducks back under the window sill*, so I'm willing to offer to help pay for a third slag server to run fortress edge, if you'd like.
[QUOTE=Humblerbee;30473851]Mecha, I remember you saying that currently paying for the two slag servers is about as much as you can afford. Well, I love this mod, and I love your work, as I'm sure you're aware *ducks back under the window sill*, so I'm willing to offer to help pay for a third slag server to run fortress edge, if you'd like.[/QUOTE]
why not add it to slag 1?
[QUOTE=noodleboy347;30473164]Looks more like a world model (that or it's just really low quality for some reason)[/QUOTE]
I think that's the view model. The view model hands use the same textures the player models do, if I recall correctly.
[QUOTE=themooselord;30474211]why not add it to slag 1?[/QUOTE]
Then it'd be ignored in favour of Vs. Saxton Hale and Zombie Fortress.
[QUOTE=RikohZX;30474691]I think that's the view model. The view model hands use the same textures the player models do, if I recall correctly.[/QUOTE]
Actually, they don't! So I chopped down a few things on the Scout's model, which is now basically this:
[img]http://gyazo.com/b7458d7eb7a75cefcc4751de39d3bf69.png[/img]
I tried putting the high-poly viewmodel hands in there but the proportions are slightly different so it doesn't work out very well...
[img]http://cache.gyazo.com/2872e519117de93c8e79d0e39998c0d2.png[/img]
[QUOTE=Funny Hats;30472428]So, uh... any plans on implementing that into the advanced weaponizer? :allears:[/QUOTE]
If you don't mind having all your weapons removed before an animation, and all your weapons handed back after, sure :V
[QUOTE=MechaBowser;30478662]If you don't mind having all your weapons removed before an animation, and all your weapons handed back after, sure :V[/QUOTE]
Wait, do you mean like a Parkour item in which it uses the animations Max is making?
Not really, I was just trying to simplify the advanced process that goes on in having custom viewmodels work without flickering
I can see whole servers dedicated to this.
Where it says game in the server browser, instead of team fortress 2, it would say parkour ctf.
[QUOTE=McNab;30479124]I can see whole servers dedicated to this.
Where it says game in the server browser, instead of team fortress 2, it would say parkour ctf.[/QUOTE]
That's very easy to do in Sourcemod. Some clans even do it now
god I so wanna play this mod already :(
Scout races!
This could just be me, but it seems odd how fast the scout is for this, specifically how he has instantaneous acceleration compared to the more weighty feel of Mirror's Edge. Also, double jumps.
[media]http://www.youtube.com/watch?v=w0UYcA0UBCw[/media]
Viewmodel wip stuff!
also new name suggestions would be nice, since Fortress' Edge is a bit ehhhh
This is looking brilliant! Keep it up!
I just noticed, maybe you can add a slight rumble for crashing open doors? i would deifinitly add a better effect.
Is it just me or are the scout's arms bent the wrong way?
[QUOTE=Baboo00;30481694]Is it just me or are the scout's arms bent the wrong way?[/QUOTE]
fuck
[editline]aaaah[/editline]
sorry, i'll fix it
[QUOTE=gt118;30481553]This is looking brilliant! Keep it up!
I just noticed, maybe you can add a slight rumble for crashing open doors? i would deifinitly add a better effect.[/QUOTE]
There is one, its just not very visible on video for some reason. I can't make it any more visible either because env_shake has stupid limits :(
edit: name is now Parkour Fortress!
If possible it would be interesting to give this to spy in SZF.
Opening the door was quite sexy.
Man this is looking great. I loved mirror's edge, I was always crap at the speed runs.
If possible it'd also be cool to have the first person view's arms flail if you fall from too great a height.
I think he moves freakishly fast when climbing on pipes.
i think a solution for the rolling effect would just be to force thirdperson and have a scout rolling animation, then go back to firstperson since you apparently can't code 360's into it.
Sorry, you need to Log In to post a reply to this thread.