• The 1 week MOD challenge
    3,506 replies, posted
[QUOTE=JLea;27999027]If someone wants to make weapon models of ANYTHING that'd be good. I just people to be able to differentiate between the css shotgun which fires lasers, and the one which fires plasma. The shotgun can literally be a tube, and a box.[/QUOTE] Done :downs: [img]http://gyazo.com/70eeca88054df4f6833a7e846569227d.png[/img]
Can someone tell me how to use tortoise svn to download/install the 1week mod?
make the box smaller, tube longer, + bake it w/ some AO on the uv map
[QUOTE=ShukaidoX;27999298]Can someone tell me how to use tortoise svn to download/install the 1week mod?[/QUOTE] Make a new folder, right click, SVN Checkout, username/password. Also sorry JLea I forgot to tell you I made the map in another engine :v:. It should work if you change the spawns though.
snip
Would be better if it was just a plain tube then textured to look like a cardboard tube.
I spent weeks once trying to find good free cardboard textures for an engineering project it's not worth it bro [i]it's not worth it[/i]
Well, I'm working on a V model currently. Just finished modeling base reference and need to texture and animate. Go ahead and use their stuff until I PM you, if you want it.
How do I change class after I spawn ?_? Also I swear there's a way to make the jetpack smoke not be removed when you stop jetpacking.
I think I just ragequitted at 3DSmax
bind , changeclass
How are you killing the jetpack particle effect? [editline]12th February 2011[/editline] Use this: CNewParticleEffect::StopEmission( bool bInfiniteOnly, bool bRemoveAllParticles, bool bWakeOnStop) For jetpacks, it'll keep the smoke and flames after the jetpack stops. They just won't be emitted. Also, do you want any particles for plasma/rockets/lasers or whatever this pistol is?
[QUOTE=JLea;27998716]Need an aggresive announcer dude going WE HAVE CAPTURED THEIR FLAG, WELL DONE! THE ENEMY CAPTURED OUR FLAG! THEY HAVE OUR FLAG, STOP THEM! WE HAVE THEIR FLAG, MOVE! WE'VE DROPPED THE ENEMY FLAG, GET IT BACK! THE ENEMY HAS DROPPED OUR FLAG, DEFEND IT! OUR GENERATORS ARE DOWN, REPAIR THEM! THE ENEMY GENERATORS ARE DOWN! OUR GENERATORS HAVE BEEN REPAIRED! THE ENEMY GENERATORS ARE BACK UP! or something to that degree[/QUOTE] Not sure if you wanted it to be an in-helmet radio broadcast or not. If you didn't I can fix. [media]http://soundcloud.com/ineedascotch/announcer[/media]
^ i really like that one although i don't know how the radio effect will work with constant gunfire going on in the background, the gun fire will overlap the announcers voice.
[media]http://soundcloud.com/evanmkowalski/asdf[/media] shit emphasis and no special effects or anything but I'm tired, are you going to implement radio chat?
[QUOTE=The Vman;27999751]Not sure if you wanted it to be an in-helmet radio broadcast or not. If you didn't I can fix. [media]http://soundcloud.com/ineedascotch/announcer[/media][/QUOTE] Wow, thats really damn good
can't really compete with vman on this one
[QUOTE=The Vman;27999751]Not sure if you wanted it to be an in-helmet radio broadcast or not. If you didn't I can fix. [media]http://soundcloud.com/ineedascotch/announcer[/media][/QUOTE] That's fantastic, can you export them for me as Wavs and I'll get em ingame? :D
[QUOTE=cccritical;27999780][media]http://soundcloud.com/evanmkowalski/asdf[/media] shit emphasis and no special effects or anything but I'm tired, are you going to implement radio chat?[/QUOTE] sad larry for overspeaker 2011
[QUOTE=Empty_Shadow;27999656]How are you killing the jetpack particle effect? [editline]12th February 2011[/editline] Use this: CNewParticleEffect::StopEmission( bool bInfiniteOnly, bool bRemoveAllParticles, bool bWakeOnStop) For jetpacks, it'll keep the smoke and flames after the jetpack stops. They just won't be emitted. Also, do you want any particles for plasma/rockets/lasers or whatever this pistol is?[/QUOTE] Yep, the way projectiles work is they have a "projectile particle" and a "splash particle" I need them for plasma, rocket (think some cool dark energy floating orb thing)
I demand a gun that shoots flaming ducks that quack on impact
[QUOTE=phantompain5;27999886]I demand a gun that shoots flaming ducks that quack on impact[/QUOTE] The model being a slingshot with a duck. HL2 crossbow style reloading. Done with (laser)shotgun's idle anim, textures finished.
dling the grenade and knife atm also thanks to whoever broke the svn
[QUOTE=gk99;27999905]The model being a slingshot with a duck. HL2 crossbow style reloading.[/QUOTE] That sounds really awesome, I wish it would happen the ducks should also be crying on the crossbow, waiting to be launched, waiting for their death.
[QUOTE=JLea;27999807]That's fantastic, can you export them for me as Wavs and I'll get em ingame? :D[/QUOTE] [url]http://www.mediafire.com/?bvwjzjjpch4crc0[/url]
If you ever decided to give it a name other then "1 week mod" it should just be called Facepunch
[QUOTE=phantompain5;27999919]That sounds really awesome, I wish it would happen the ducks should also be crying on the crossbow, waiting to be launched, waiting for their death.[/QUOTE] And get ignited right as you fire them.
Well this looks abit better... [img_thumb]http://www.1337upload.net/files/hl2_2011-02-11_19-22-50-34.png[/img_thumb] [img_thumb]http://www.1337upload.net/files/hl2_2011-02-11_19-22-54-78.png[/img_thumb]
[QUOTE=Janooba;28000015]Well this looks abit better... [img_thumb]http://www.1337upload.net/files/hl2_2011-02-11_19-22-50-34.png[/img_thumb] [img_thumb]http://www.1337upload.net/files/hl2_2011-02-11_19-22-54-78.png[/img_thumb][/QUOTE] That looks awesome, The Red stands out more then the blue, possibly because of orange background but im not sure. Would it be possable to do the Health/Energy/Ammo counts in the same fashion?
That does look pretty cool, if someone is any good at UI stuff I have icons they need to make
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