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DBZkrisfhugz
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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" />
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Eagle
The Purpose
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Tuesday, August 26, 2014
Have you tried to make another model for a flame aura ?
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DBZkrisfhugz
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Tuesday, August 26, 2014
Wh1t34Gl3(SAS) wrote : Have you tried to make another model for an a flame aura ?
yes I am making
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Eagle
The Purpose
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Wednesday, August 27, 2014
Can't wait to see it.
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Richma
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Wednesday, August 27, 2014
Interesting please continue
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leogone
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Wednesday, August 27, 2014
Woah ! Keep it up
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DBZkrisfhugz
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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
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Eagle
The Purpose
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Wednesday, August 27, 2014
Isn't cull none for wires ?
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DBZkrisfhugz
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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
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Richma
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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
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Eagle
The Purpose
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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).
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DBZkrisfhugz
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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
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DBZkrisfhugz
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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
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Eagle
The Purpose
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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
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DBZkrisfhugz
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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
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Eagle
The Purpose
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Thursday, August 28, 2014
School... For me it begins at september start (don't know when yet)
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ASD
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Thursday, August 28, 2014
How old are you guys? .-.
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Eagle
The Purpose
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Thursday, August 28, 2014
17, why ? Some are still at school at 25 and more..
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ASD
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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.
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Maszek
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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.
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Eagle
The Purpose
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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!
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DBZkrisfhugz
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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
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Shenku
RiO Incarnate
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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...
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Eagle
The Purpose
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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.
I try to control, but it doesn't works '
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..
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Shenku
RiO Incarnate
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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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