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Messages - Sky-High

#1
General Discussion / Re: Some basic questions
March 24, 2013, 11:18:56 AM
I see, thats defenitly beyond my skills since i can't even bring a downloaded model into the game properly.
Maybe you should make a video on that and i will bring the compiled model into the game with my code for example?

Would defenitly be a helpfull tutorial i think
#2
the code itself should be good, cous i made a simple model myself with a hull and sequence, put it ingame with the same code and for this model it works, All 3 models have the same properties being a prop_dynamic.

why would my code only work for this model and not for the other 2(double points and armor)?
#3
I recently made a new simple model just some text that i beveled and gave some texture,
I have again the same problem with my collision hull and sequences.

I have this no matter what sort of hull I have (1 solid convex hull or multiple hulls created by the auto hull function)

The model itself has 4164 polys and 2112 verts.

Could you give it a try to make a simple hull for it that will work in source engine?
I have tried it myself on tons of diffrent methods but i always hit the same result,
when i touch the hull my speed is lagged for the time i'm touching the hull but a register touch hook is not being fired.
Model
#4
General Discussion / Re: Some basic questions
March 23, 2013, 08:17:35 PM
Quote from: wallworm on March 17, 2013, 10:07:55 AM
Using Mental Ray as your renderer is fine but Mental Ray Materials are not supported*.

You can use Mental Ray materials for your source of Render To Texture. It's just that the output of that RTT must be a standard material.

so the effects from the mental ray material would not be visible ingame? the applied mater to the model cant be the mental ray material but the baked version of the mental ray material?
#5
General Discussion / Re: Some basic questions
March 12, 2013, 08:15:19 AM
New questions,

1.)  When i have textured my model using mental ray in it, will these effects also export to source?

2.) And lets say i want to make a lightsource and put it around my model, something like this for example: http://faqsmedia.ign.com/faqs/image/article/113/1134829/powerup_2x.jpg
If when i place the light like that, will wwmt also export these effects to make it work with source engine?

3.) Can WWMT export vtf's and vmt's for a material with mental ray? Trying that now but seem to fail all the time.

Steam was running & folders where created but still fails to export
#6
I'm sorry to hear that, I can understand.

Thanks in advance for the tutorial, i think it will help out many ppl to do it for complex models.
So far ive always gotten the model to work in hammer tool, i see the sequences but ingame when i activate the sequence it doesnt work.
#7
pff this sucks man, even now with one big hull it fails to detect touches, where the hull should be solid, ingame i can just run through it with some minor speed diffrences. I feel that i touch the hull but for some reason its not detecting. (hook is properly set)
also the sequences still dont work..

using this version now: http://downloadurl.verygames.net/server6743/counterstrike_go/csgo/models/props/PegasusAP/v3.1.2.max

Made a sequence called rotate and included the hull to turn with the model but the hull stands still when looking at the sequence in hammer editor.

Why isnt this working like it should :s, i would like to get this thing finished so i can start on another model ..
#8
General Discussion / Re: Sprite Tools
March 10, 2013, 04:47:20 PM
nice, thanks in advance :).

Do you know how to make sprites? what program i need for it?
In Amx mod (ancester of sourcemod) we could make sprites with this program that lets you place a whole bunch of images in a specifik order and then it compiled it, is there something similiar for csgo/source?
#9
oh ok, i thought that was gonna make the model look better, i increased the mess or something not sure what exactly it was.

anyway here is the original file, this one has 15.788 polys and 12937 vertices, i'm gonna restart and do nothing on the shape itself.
Hopefully this time it will go better :)

http://thefree3dmodels.com/stuff/accessories/armour_v3_pegasus/21-1-0-4371

Edit:
Are there specifical things i need to watch for when making a hull using hull helper?
Any max amount of hulls a model should maximum have?
I previously also tried the massfx r body modifier to make one solid hull and loaded that into the game and it also crashed, could that have anything to do with the fact the model poly and verts count was to high?
#10
General Discussion / Re: Sprite Tools
March 10, 2013, 09:05:54 AM
Can we make our own sprites with that and compile them to use with fe tempents ingame?
#12
I kinda figured that when i saw the sequence in hammer tool, is it possible to make the model shrink or light up or something like that in a sequence so that it will also play ingame?

I have tried diffrent collission hulls, also one with the masfx rbody modifier to give me one solid hull and it gives me the same result.

I am using a prop_dynamic entity wich should normally work according to hammer.
Next I'm gonna try it with a prop_dynamic_override, is it possible that both problems are connected?

linked the model max file, maybe it helps.
http://www.2shared.com/file/_i-XU1nB/AP-puregold2.html
#13
When I make A hull, and export my model with the hull assigned as the models hull.

When i load the model ingame and i want to shoot at it, right before i am gonna fire my gun (while aiming at the model) my csgo crashes.
But when i slash the model with my knife i hit the hull and i dont crash ..

and for my sequences it sais there is no sequence named rotation or dissolve, but when i open the model in hammer viewer i see the sequences, altough the dissolve sequence isnt showing as it should. (model is rescaled over time during these sequences.

What did i do wrong?
#14
So my texturing and stuff is good enough for me, I also made animations on 1 timeline with 2 sequences.
I added the sequences according to their start and end frame from the timeline.
but when i go ingame the textures are all good but the animation dont work for some reason, at compiling the models it made the 3 smd files for the animations.

http://cloud-2.steampowered.com/ugc/559842841245781360/9CEFD0937334CC5DD45681E8E105BC0461248871/

With the hull i have the problem that model is so complex and has so many vertices that it creats about 200 hulls wich is way to much, one hull or 3 hulls would be sufficient, how can i do that?
Also when i make the hull it always comes over my textuing so that when i render i dont see my texture but instead greyish material.
(edit: fixed this by hiding all the selected hulls)

using code for animation:    
    SetVariantString("rotate");
    AcceptEntityInput(entity, "SetAnimation");

get this error log in console:
- Dynamic prop prop_dynamic: no sequence named:dissolve
- Dynamic prop prop_dynamic: no sequence named:rotate

but when i open the model with hammer i see the 3 sequences:
http://img6.imageshack.us/img6/2671/naamloosjln.png


using code to detect if something touched the hull:
SDKHook(entity, SDKHook_StartTouch, Entity_OnStartTouch);


Hook isnt being executed on touch
#15
General Discussion / Re: WW Online Classes
March 08, 2013, 09:20:44 AM
I myself started with this as a hobby some time ago, i was active on cscz, recently with csgo coming out and much more options and better graphics i wanna take "my game" to the next level.
So i have no expierence at all in autodesk 3dsmax exept for that i learned already wich is not to much.

If i wanna do this good then i really need some lessons for it becous autodesk 3ds max options are vast and to much to learn myself.

Before i am actually gonna make models/sculptures i wanna get a better understand on how to texture and stuff and how to export it with wwmt. Its a slow proces and takes alot of time and patience.
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