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Messages - Aethalidus

#1
Source Games & Mods / Re: Perfect Dark Source?
July 02, 2012, 10:40:34 PM
I understand the quest to play nintendo games so i think i could help alittle more than i have been.

Your emulator-

http://www.coolrom.com/emulators/n64/21/Project64.php

Perfect Dark's ROM which is compatible with the above emulator-

http://www.coolrom.com/roms/n64/1154/perfect_dark.php

NOTE: You could learn the controls by going to options and clicking on controller configure
I played it for a bit Z shoots Esc makes fullscreen by default controller profile. Pretty cool.
#2
Source Games & Mods / Re: Perfect Dark Source?
July 02, 2012, 10:28:55 PM
These things happen to often if you ask me. The developers just drop what their doing without even telling anyone they're doing it.
But on the other hand they could have gotten a copy-write infringement email or whatever and forced to stop all work on it immediately.

Why buy a n64 to play it, maybe you can find a computer emulator for it? Sure it won't be the same without the n64 controller but you still have the game right?


QuoteAnd good luck with your bone/weight/thingy...:)
And thanks.
#3
WWMT Questions / Re: Exporting a ragdoll?
July 02, 2012, 10:08:37 PM
I might try again in the later in the week with maxs bones. I just feel its dirty when i cant get the bones symmetrical. Which i cant in max because it never mirrors properly and i can't clone a bone and translate it because the bone does this angle thing when i do. Although I could just use one bone for both barrels.

QuoteBut if you prefer using Blender, there is a collection of tools called the Blender SMD Tools at http://code.google.com/p/blender-smd/ . It might be easier to use than going back and forth between Blender and Max.
I'm not really interested in going out of wallworm thanks though.
#4
Source Games & Mods / Re: Perfect Dark Source?
July 01, 2012, 10:36:10 PM
why you no google? http://www.moddb.com/mods/perfect-darksource

But in all seriousness...

It appears to me the guys stopped working on it. Probably in 09 too.

But what do i know...i could be wrong...


#5
Battlefield 2142 / Re: 2142?
July 01, 2012, 10:25:54 PM
I completely agree EA sucks. However I tolerate them(origin -.-) for Battlefield 3.
#6
WWMT Questions / Re: Exporting a ragdoll?
July 01, 2012, 10:20:48 PM
I was having massive trouble in max with setting the weights for the bones. Thats why i went to blender to sort that out. i dunno why i cant get the envelopes in element select mode to properly function. :( i just can't...but blender sure filled in. Can i use blender for the collision mesh too?
#7
WWMT Questions / Re: Exporting a ragdoll?
June 28, 2012, 10:40:06 AM
Well that video really didnt help me. Although learning about the ik limits was good. I have one object with bones not multiple  objects that i could just use the bone on option.
#8
WWMT Questions / Exporting a ragdoll?
June 25, 2012, 05:15:24 PM
Well i dont really know how to do this at all...


i have this





I made the bones in blender because i cant use maxes' bone system while blenders vertex group assigning made this incredibly simple.

but max says the bones are there so i tried exporting and it exported but the results were not promising. Whats different from exporting a rag-doll over a prop? how do i do it?
#9
it worked. Thankyou for the rapid response.


#10
Yep please look at the cmd box.



#11
WWMT Questions / Re: Center of Mass
June 14, 2012, 10:16:55 PM
Alright it is working now but i do want to explain my reasoning for not having these models at 0,0,0.





Pegasus is stuck in the ground.



I am interested in these hit point areas. Do they exist? How do i create them if they do?
#12
WWMT Questions / Re: Center of Mass
June 14, 2012, 10:00:07 PM
That did not work.

This time i moved peggy up to its collision mesh in max. Instead of moving it down closer to the scene origin. (**note these are the very settings i exported with)



Youll notice the target finder has painted pegasus as its target so the gun is trying to shoot it.
It seems to be shooting Pegasus's scene origin because the distance is comparable.




I am atm making changes to put peggy at 0,0,0.
#13
WWMT Questions / Re: Collision models help
June 14, 2012, 08:41:12 PM
Ive seen a tutorial but it involves the vgui. But im starting to think you can only give entities proper icons. Its just my models are big enough that in the spawn menu  they are but grey boxes. Where as SBEP under entities tab their weapons and other assorted entities have icons.


But a path to some icons would be

C:\Program Files (x86)\Steam\steamapps\aethalidus\garrysmod\garrysmod\addons\SBEP_Models\materials\VGUI\entities

If you have this add-on or others with similar file structure you can just import those .vtf files into vtf edit and see the icons that are used in the gmod spawn menu.
#14
WWMT Questions / Center of Mass
June 14, 2012, 07:59:33 PM
Will adding a Center of Mass fix this?





Im using wire to triangulate the big props positions and maybe the game think their coordinates are right below the prop?

If you cant see the missiles missing and the props are frozen. The missiles shoot just to the bottom of the prop.

The guns on pegasus do the same if i angle the ship a certain way.
#15
WWMT Questions / Re: Attachments
June 14, 2012, 07:53:52 PM
Very helpful it explained everything i wanted to know. And im relived attachments exist.
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