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Messages - platoon

Pages: [1]
Models / Skins / Re: *MODELLER needed for Migraine Hl 1 Mod*
« on: May 22, 2011, 12:40:42 AM »
man, this mod have a too good graphics, now I'm thinking my PC will run this mod? LOL
i have some modeling experience we can talk a little bit about it maybe? I'm using milkshape i know much more than modeling, if you want some help maybe i can do that, contact me with messenger platoon1993@hotmail.com

check my works : http://www.moddb.com/mods/platoon

Gold Source RELEASES / Re: [HL1] Miscellaneous Hack Thread
« on: May 11, 2011, 06:41:23 PM »
nice one,  :wise:  very good work

Gold Source RELEASES / Re: [HL1] Chain Ammobox and Shotgun Ammobox
« on: March 24, 2011, 04:15:24 AM »
lol why that models are important too much... tracking few days
anyway its cool shotgun ammo textures are good because it looks old* but if it be hd, it can be more good

Mods / Re: [WiP] Resident Evil Valiant
« on: March 22, 2011, 01:06:42 AM »
in the first 2 screen shot,
wall is too high and texture big than models, lower the level of rooms
either than, make a better light environment, than it will be better atmosphere (maybe lots of darkness)
suit and zombie model very good but computer models replace with hl2 models, it need to be creative and better
and that dead bag is taken from paranoia, sorry but its not that good to take models from another mod without permission but i don't know what you did

nice anyway and sorry my English... keep up the work...

Mods / Re: member request (pending!)
« on: March 16, 2011, 03:50:33 AM »

217 view and no interest thanks!  lol
still pending...
mod not dead! just searching for members that will stay alive and communicate
also map 5 is now done finally..
look for 4 new pictures

if you idle check this picture: (I'm bored)

Gold Source RELEASES / Re: [HL1] Romka's Apache edited.
« on: March 15, 2011, 01:13:03 AM »
man,, those skins are great for me...

just saying... good job

Mods / member request (pending!)
« on: February 19, 2011, 04:29:16 PM »
searching for coder

more info: http://www.moddb.com/mods/platoon

I want some features, like when pickup mp5 ammo, suit say "9mm ammo acquired"
other thing is when we hit grunts, they need to shoot us
a other thing i want grunts follow us by press "use"
and many more thing

I can change ammo values, can change relationship...
I can understand some C++ codes but I cant write a new code (I don't know what i need to do)

using and learning programs:
VC++ 2008 (with Clean Half-Life SDK p3 VC++ 2008)
hammer 3.4
MilkShape 3D 1.8.2

new models %8
new maps %10
new story %...
new features (code changes) %5
new textures for maps %0

sorry for my English if i do some mistakes

Models / Skins / Re: Headcrab skin not walking (again same problem)
« on: February 16, 2011, 02:27:56 PM »
thank you very much bloodsurfer really..

Models / Skins / Re: Headcrab skin not walking (again same problem)
« on: February 16, 2011, 02:13:00 PM »
aha i understand now it need to move forward to move in game...
and the last question, that moving forward speed effect monster move speed? or i need modify it in qc frames?

Models / Skins / Re: Headcrab skin not walking (again same problem)
« on: February 16, 2011, 01:47:15 PM »
i sent it with pm

Models / Skins / Re: Headcrab skin not walking (again same problem)
« on: February 16, 2011, 12:50:18 PM »
i redesigned all animations (but same options for headcrab, same names) so its custom yes

walking animation is fine in milkshape and there is no problem with hl model viewer too
but in game it just play walk animation but it doesn't move (move and run animations same)

also I'm tried change idle animation with walk animation, so it make idle animation and still doesn't move

Models / Skins / Headcrab skin not walking (solved!)
« on: February 16, 2011, 11:50:34 AM »
Well, now my problem. I've created a headcrab skin (black widow: http://www.moddb.com/mods/platoon/images )
redesigned it for headcrab, The problem is that the model, I don't know why, works as expected  except for the fact that it doesn't walk.
If the "headcrab-cockroach" sees me, it turns to me and if I'm in the "jumping distance", it jumps and hurts me.  But if I'm out of range, instead of walking to me and then jumping it just plays constantly the walking (or running, I'm using the same animation for both movements) animation and stays in the same place.

It isn't working Undecided It turns, it jumps, it dies, but it doesn't walk.

used milkshape 3d 1.8.2 (not 3ds max)

also I had to re-import the smd in Milkshape and set keyframe on every frame again (even though the keyframes are already set) but it doesnt fixed my problem

Anyone has any idea of what can be happening?
Thanks a lot!

Code: [Select]
// Output .MDL
$modelname "C:\Documents and Settings\safir\Belgelerim\milkshapes\spider\spidercompile.mdl"

// Directory of .SMD
$cd "\Documents and Settings\safir\Belgelerim\milkshapes\spider\"

// Directory of .BMP
$cdtexture "\Documents and Settings\safir\Belgelerim\milkshapes\spider\"

// Write textures into a ???T.mdl

$scale 1.0

$bbox -12.000000 -12.000000 0.000000 12.000000 12.000000 24.000000
$cbox 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000
$eyeposition 0.000000 0.000000 20.000000

// bodygroups: use relative path from $cd
$bodygroup body
studio "./reference"

// sequences: all sequences are in $cd
$sequence idle1 "idle1" loop fps 1 ACT_IDLE 15
$sequence idle2 "idle2" fps 1 ACT_IDLE 1
$sequence idle3 "idle3" fps 1 ACT_IDLE 1
$sequence walk "walk" LX loop fps 4 ACT_WALK 1
$sequence run "run" LX loop fps 13 ACT_RUN 1
$sequence angry "angry" loop fps 3
$sequence flinch "flinch" fps 4 ACT_SMALL_FLINCH 1
$sequence dieback "dieback" fps 6 ACT_DIESIMPLE 1
$sequence 180_left "180_left" loop fps 6 ACT_TURN_LEFT 1
$sequence 180_right "180_right" loop fps 6 ACT_TURN_RIGHT 1
$sequence jump "jump" fps 6 ACT_RANGE_ATTACK1 2 { event 2 0 }
$sequence jump_variation1 "jump_variation1" fps 5 ACT_RANGE_ATTACK1 1 { event 2 0 }
$sequence jump_variation2 "jump_variation2" fps 7 ACT_RANGE_ATTACK1 1 { event 2 0 }
$sequence yaw_adjustment "yaw_adjustment" loop fps 30 ACT_MELEE_ATTACK2 1
$sequence headcrabbed#1 "headcrabbed#1" fps 20 { event 1000 1 } { event 1003 110 "splat" } { event 1 109 }
$sequence headcrabbed#2 "headcrabbed#2" fps 20 { event 1000 1 } { event 1 165 }
$sequence headidle "headidle" loop fps 18
$sequence crashidle "crashidle" loop fps 34
$sequence crash "crash" fps 20 { event 1000 1 }
$sequence hstruggleidle "hstruggleidle" loop fps 18
$sequence hstruggle "hstruggle" fps 28 { event 1000 1 }

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