Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Messages - MileHighGuy

#61
SWBF1 Modding / Re: [WIP] Supplies Outpost
June 23, 2014, 05:21:30 PM
What do you use to uv? all your models look so clean
#62
Released Assets / Re: Trandoshan Hunting Rifle
June 22, 2014, 08:30:00 PM
Thanks! Can you give the gun a new sound? It needs one.
#64
SWBF1 Modding / Re: Elevator
June 20, 2014, 10:30:02 PM
not possible for swbf1. I think it would be much simpler to do it the conventional way anyway.
#65
SWBF1 Modding / Adding Gloss?
June 20, 2014, 06:58:45 PM
Quote from: Sereja on August 02, 2013, 03:00:09 AM
Well, here the codes pic:
[spoiler][/spoiler]

All, you have to do, it's copy Gloss code, and paste instead of old one, Usual.
This huge code part, mostly responsible for render effects, and usualy starts with this: 333?333?333?, and ends by this: ....
So, it's can be easy recognized.
Also, do not forget to put correct textures names, needed for your model.

So I found this, but where do I find that code Sereja is talking about?
#66
SWBF1 Modding / Re: Elevator
June 20, 2014, 01:48:05 PM
I don't think this game supports the horizontal motion that a Ferris wheel would require. Like how when you jump on a vehicle you slide right off.
#67
SWBF1 Modding / Re: Elevator
June 20, 2014, 12:43:27 PM
Yeah. And I think the elevators would have to be contained in tubes with doors at the top and bottom so the ai don't walk off the edge.
#68
Other Games / Re: Steam Summer Sale 2014 is here
June 19, 2014, 07:49:55 PM
Is the witcher 2 any good? I impulse bought the witcher 1 and hated the click combat.
#69
SWBF1 Modding / Re: Elevator
June 19, 2014, 09:49:28 AM
Quote from: Unit 33 on June 19, 2014, 09:35:25 AM
But then you could only use each respective lift once.

Don't they go back to their neutral position like a door?
#70
SWBF1 Modding / Re: Elevator
June 19, 2014, 09:31:41 AM
Quote from: Sereja on June 19, 2014, 08:52:03 AM
Elevator itself, is totaly possible, since it is just a simple animated door, in horizontal position. But, for SWBF, it isn't realy good idea: as any door, it's can be triggered by certain spot, on upper or on low floor only, so it's can be only one way road. :(

Couldn't you have two elevators? One from a high floor to a low floor and one from a low floor to a high floor?
#71
SWBF1 Modding / Re: Elevator
June 18, 2014, 01:55:14 PM
Quote from: Joseph on June 18, 2014, 01:50:24 PM
http://classic.xfire.com/video/4a3ae6/

cull was working on an elevator, he may have gotten further than this

I wouldn't call that an elevator really. Its just a collision glitch exploit. And it can only go up.
#72
SWBF1 Modding / Re: Elevator
June 17, 2014, 02:22:47 PM
I think bamdur included one in his animation munger. You could also try my deployable elevator.
#73
All of Sereja's maps, Ginev's Tatooine, off the top of my head.
#74
Yup, I forgot to scale it. Fixed now tho.

Look for a pm 411Remnant
#75
Oh no! WHAT HAVE I DONE

[spoiler][/spoiler]