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Flame Aura Test

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DBZkrisfhugz View user's profile Send private message

Reply with quote Tuesday, August 26, 2014

<img src="http://media.moddb.com/cache/images/members/3/2461/2460696/thumb_300x150/shot0231.jpg" alt="Flame Aura TEST 1.0" />

Eagle The Purpose View user's profile Send private message

Reply with quote Tuesday, August 26, 2014

Have you tried to make another model for a flame aura ?

DBZkrisfhugz View user's profile Send private message

Reply with quote Tuesday, August 26, 2014

Wh1t34Gl3(SAS) wrote : Have you tried to make another model for an a flame aura ?



yes I am making

Eagle The Purpose View user's profile Send private message

Reply with quote Wednesday, August 27, 2014

Can't wait to see it. Smile

Richma View user's profile Send private message

Reply with quote Wednesday, August 27, 2014

Interesting please continue

leogone View user's profile Send private message

Reply with quote Wednesday, August 27, 2014

Woah ! Keep it up Smile

DBZkrisfhugz View user's profile Send private message

Reply with quote Wednesday, August 27, 2014

Richma wrote : Interesting please continue



I stopped working at this for a while,
I am working another

http://www.moddb.com/members/dbzkrisfhugz/images/ninja-dash1#imagebox

here's a video for "CULLNONE" quality of the flame aura:

http://www.moddb.com/members/dbzkrisfhugz/videos/flame-aura-test2

Eagle The Purpose View user's profile Send private message

Reply with quote Wednesday, August 27, 2014

Isn't cull none for wires ?

DBZkrisfhugz View user's profile Send private message

Reply with quote Wednesday, August 27, 2014

Wh1t34Gl3(SAS) wrote : Isn't cull none for wires ?



nomipmaps is for wires I think

EDIT:

Hey guys,Richma,Vlad,and also Anty, could you help me with this?:

Ninja Dash TEST (Super Saiyan 3 Ascend 40% finish) - Mod Dragon Ball

my problem is.. when I made animations on his hair in misfits. and when I tested on game. his hair just freezed(no animation)
Question: How to run in ZEQ2? I only know how to walk.. maybe running is faster than this

Shift+W= Walk
? = Run

Richma View user's profile Send private message

Reply with quote Wednesday, August 27, 2014

If you want to test your run animation but you don't know how then follow these steps:

1.Open a LOCAL server and
2.In the server console type

/g_running"1"


3.Enter your LOCAL server

run as fast as the wind Laughing

Eagle The Purpose View user's profile Send private message

Reply with quote Wednesday, August 27, 2014

Oh you mean that anims does not execute ? look in the anim.cfg and add overrideHead at the beginning (with fixed legs/torso things).

DBZkrisfhugz View user's profile Send private message

Reply with quote Wednesday, August 27, 2014

Wh1t34Gl3(SAS) wrote : Oh you mean that anims does not execute ? look in the anim.cfg and add overrideHead at the beginning (with fixed legs/torso things).



yes I have the overrideHead, but it's not working, maybe I don't have tag for hair? I'll figure it out

DBZkrisfhugz View user's profile Send private message

Reply with quote Wednesday, August 27, 2014

Richma wrote :
1.Open a LOCAL server and
2.In the server console type

/g_running"1"


3.Enter your LOCAL server



Wow thanks

Eagle The Purpose View user's profile Send private message

Reply with quote Wednesday, August 27, 2014

Ah in fact I deleted overrideHead thing to have animations for nello's Goku Super Saiyan 3 hairs *intense laughter*

Same for my Brolly. I think it blockes the head model animations

DBZkrisfhugz View user's profile Send private message

Reply with quote Wednesday, August 27, 2014

Wh1t34Gl3(SAS) wrote : Ah in fact I deleted overrideHead thing to have animations for nello's Goku Super Saiyan 3 hairs *intense laughter*

Same for my Brolly. I think it blockes the head model animations



cool, it worked, You Really helped me Genius! .. I LOVE you MAN

sigh my school is tomorrow, I think this flame aura is going to take long

Eagle The Purpose View user's profile Send private message

Reply with quote Thursday, August 28, 2014

School... For me it begins at september start (don't know when yet) Crying or Very sad

ASD View user's profile Send private message

Reply with quote Thursday, August 28, 2014

How old are you guys? .-.

Eagle The Purpose View user's profile Send private message

Reply with quote Thursday, August 28, 2014

17, why ? Some are still at school at 25 and more..

ASD View user's profile Send private message

Reply with quote Thursday, August 28, 2014

Wh1t34Gl3(SAS) wrote : 17, why ? Some are still at school at 25 and more..


Really? Are you serious? You act like you're 12.

Maszek View user's profile Send private message

Reply with quote Thursday, August 28, 2014

ASD wrote :

Wh1t34Gl3(SAS) wrote : 17, why ? Some are still at school at 25 and more..


Really? Are you serious? You act like you're 12.



You'll find that's not very uncommon around here.

Eagle The Purpose View user's profile Send private message

Reply with quote Thursday, August 28, 2014

baim!

I'm stubborn and negative, that doesn't mean I'm 12. I've seen guys that really mentally does 12 and it's much more scary.. Else said, Kikoolol!

DBZkrisfhugz View user's profile Send private message

Reply with quote Thursday, August 28, 2014

ASD wrote :
Really? Are you serious? You act like you're 12.



even he is 12, he is brilliant and Genius than adults like me

Shenku RiO Incarnate View user's profile Send private message

Reply with quote Thursday, August 28, 2014

The issue relates specifically with the overridehead function in the animation.cfg and the "auraAlways" bool being set to "true" in the tier.cfg. For whatever reason, when both are being called, it messes with the head animating properly, and "freezes" the animation unless you're specifically "boosting".

Additionally, if you have "auraAlways" off, but leave "overridehead" on, it plays most animations like normal, but doesn't animate "charging" animations on the head like it's suppose to either.

Not sure why there's a conflict between the two, but there is an issue there that needs sorting... Last time I looked at the code and messed with that function though, it had undesired consequences and hardly made things better, so I don't think I should mess with it anymore until I understand what it does and is suppose to do better...

Eagle The Purpose View user's profile Send private message

Reply with quote Thursday, August 28, 2014

even he is 12, he is brilliant and Genius than adults like me



Uhh.. Thanks. x)

Since I'm stubborn and I don't sleep well (even not sleeping at some nights), so that cause nerve problems, it does make a bad mix. Laughing

I try to control, but it doesn't works 'Very Happy

Anyway, psychology etc.. is far to be the subject of the thread. x)

by the way, the nomipmap is for deactivating the mipmap system that decrease the render of the textures resolution depending on the distance from the camera. (it serve most for the render distance on most games) It render the models pixelised, I would want to know why it is a feature for characters only and not in global options applying mipmap after a choson distance in game..

Shenku RiO Incarnate View user's profile Send private message

Reply with quote Thursday, August 28, 2014

Wh1t34Gl3(SAS) wrote :
by the way, the nomipmap is for deactivating the mipmap system that decrease the render of the textures resolution depending on the distance from the camera. (it serve most for the render distance on most games) It render the models pixelised, I would want to know why it is a feature for characters only and not in global options applying mipmap after a choson distance in game..



My guess is the way the Quake 3 Engine in which this is all derived was built, was built with "static maps" in mind. Nothing changes on the maps since they're all pre-compiled, and the whole map is loaded up at the start of a "match".

Players on the other hand are dynamically moving about all the time, moving closer and farther from you constantly. As such, to keep the engine from being too bogged down, the game optimizes things by turning the settings down on an individual player the further away they get to keep things running smooth. The map's not moving though, so the settings just stay the same.

But that's just a guess, I wasn't on ID's team, nor do I know too much about the original engine either...

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