
![]() |
[ Resend Validation Email ] |
Welcome Guest [ Log In · Register ] |
![]() ![]() |
![]() ![]() ![]() ![]() |
waffen45701 |
Posted: April 04, 2005 08:25 pm
|
Rotten Meat Group: Members Posts: 6 Joined: March 11, 2005 ![]() |
sometimes, the marine in the game look like they are throwing grenades underhand. this bothers me because they leave themselves vulnerable to the zombies and they do repeatedly. please fix this!
|
(4THIDUSA) SSG H. |
Posted: April 04, 2005 09:09 pm
|
![]() Real zombie Nemesis ![]() ![]() ![]() ![]() Group: Members Posts: 407 Joined: December 13, 2004 ![]() |
use his instead, since he couldn't be bothered to do it until somebody else did it and he didn't think it was perfect
This post has been edited by (4THIDUSA) SSG H. on April 05, 2005 09:58 am -------------------- |
Marphy Black |
Posted: April 04, 2005 11:20 pm
|
![]() Just another Survivor ![]() Group: Members Posts: 28 Joined: January 30, 2005 ![]() |
I was thinking of doing this too, except making the grenade throw animation the advance_signal animation since they have to be looking at a zombie anyway to be using it, so it kind of makes sense to be pointing at the enemy than just standing there idle.
And just a few comments on that model: 1. The fps is too fast on the throwgrenade animation. Right now it's 30, whereas the fps on that idle animation should be 15. 2. You need to make the mask_chrome texture additive again since that texture trait is not saved after you decompile a model. 3. After you decompile a model, all the textures become slightly mis-aligned because the uv maps on all of them move one pixel to the left. You can see the effects of that on your model by looking at the eyes; notably they now appear cross-eyed. The only way to fix this, bar actually editing the uv maps manually with a model editor, is to shift over every texture one pixel to the left, and move the lost column of pixels on the left to the very right. It's a bit of a hack way of doing it, but it works. ![]() -------------------- ![]() |
(4THIDUSA) SSG H. |
Posted: April 05, 2005 12:56 am
|
![]() Real zombie Nemesis ![]() ![]() ![]() ![]() Group: Members Posts: 407 Joined: December 13, 2004 ![]() |
well, make your own, and post them, so he can use those instead, for the two seconds I am running at or away from a marine I wont notice, nor care
-------------------- |
Marphy Black |
Posted: April 05, 2005 04:09 am
|
![]() Just another Survivor ![]() Group: Members Posts: 28 Joined: January 30, 2005 ![]() |
ok, here's my version. Instead of throwing invisible grenades, grunts will now give an advance signal by pointing at the enemy they're looking at.
http://www.nextdimension.org/other/bbhgrunt.zip ![]() This post has been edited by Marphy Black on April 05, 2005 04:10 am -------------------- ![]() |