| ytiAdmin | Posted: Oct 21st 2004, 12:55 | Direct Link : Admin Options |
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Graduate
Joined: 26th Dec 2003 |
#1. Half-Life Command & Conquer
You guys probably remember the Half-Life Red Alert mod I was going to get going using Spirit? Well... it turns out the name HLRA is already taken by a Russian mod that has nothing to do with the game Red Alert... but that's OK.
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| Bahamut | Posted: Oct 21st 2004, 15:49 | Direct Link : Admin Options |
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Graduate Joined: 2nd Nov 2003 |
#2. Re: Half-Life Command & Conquer
ytiAdmin, I can only say
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| Confused | Posted: Oct 21st 2004, 19:43 | Direct Link : Admin Options |
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Mentor
Joined: 2nd Jul 2003 |
#3. Re: Half-Life Command & Conquer
Mmmmmm, 'Mammoth Tank'......drool. It's so beautiful! I can't wait to see it all finished! |
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| pepper | Posted: Oct 21st 2004, 20:46 | Direct Link : Admin Options |
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Mentor Joined: 6th Sep 2003 |
#4. Re: Half-Life Command & Conquer
you need help wiht the mod??
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| ytiAdmin | Posted: Oct 21st 2004, 22:10 | Direct Link : Admin Options |
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Graduate
Joined: 26th Dec 2003 |
#5. Re: Half-Life Command & Conquer
Well, if I can solve this 'flickering model' problem when models are motion_managed, then, a skinner and somebody with some modelling knowledge would be welcome - I intend to have the turret as a 'bone' and use bone controllers to rotate the top...
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| Laurie |
Posted: Oct 22nd 2004, 12:10 | Direct Link : Admin Options |
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Mentor Joined: 11th Aug 2000 |
#6. Re: Half-Life Command & Conquer
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| ytiAdmin | Posted: Oct 22nd 2004, 12:38 | Direct Link : Admin Options |
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Graduate
Joined: 26th Dec 2003 |
#7. Re: Half-Life Command & Conquer
Of course, but that doesn't solve the problem of taking it out of a list of entities... and unless the whole map is lit with dynamic lights, there's limitations to what you can do that will look good.
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| pepper | Posted: Oct 22nd 2004, 17:01 | Direct Link : Admin Options |
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Mentor Joined: 6th Sep 2003 |
#8. Re: Half-Life Command & Conquer
i can model but im very bad at skinning. and im not really good in animating. |
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| Ioncannon | Posted: Oct 25th 2004, 15:32 | Direct Link : Admin Options |
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Apprentice Joined: 16th Jun 2002 |
#9. Re: Half-Life Command & Conquer
Is this C&C Tiberian Dawn? or Red Alert? I love the C&C series, too bad Renegade 2 was cancled :*(
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| ytiAdmin | Posted: Oct 25th 2004, 20:22 | Direct Link : Admin Options |
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Graduate
Joined: 26th Dec 2003 |
#10. Re: Half-Life Command & Conquer
It's probably going to start out as Red Alert, but it can really be a bit of everything... I'm just wondering if there's any point modelling vehicles, because of the 'flickerey' problem when moving models. |
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| pepper | Posted: Oct 29th 2004, 22:22 | Direct Link : Admin Options |
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Mentor Joined: 6th Sep 2003 |
#11. Re: Half-Life Command & Conquer
maby, but it might work out well. |
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| ytiAdmin | Posted: Nov 5th 2004, 20:55 | Direct Link : Admin Options |
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Graduate
Joined: 26th Dec 2003 |
#12. Re: Half-Life Command & Conquer
Here is my latest worst nightmare relating to HLC&C:
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| Laurie |
Posted: Nov 5th 2004, 21:10 | Direct Link : Admin Options |
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Mentor Joined: 11th Aug 2000 |
#13. Re: Half-Life Command & Conquer
lol!
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| Lazermaniac | Posted: Nov 5th 2004, 21:50 | Direct Link : Admin Options |
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Padawan Joined: 13th Oct 2003 |
#14. Re: Half-Life Command & Conquer
hey-if some total coding freak [like ICR] combines all of the necessary ents into one giga-entity that will give you a fully-functional vehicle, that would rle so much... The concept I'm thinking of here is ike the huge numbers of simple transistors are packed into a chip that is able to perform some more complex tasks.. you could call it "Info_vehicle" with a whole bunch of parameters and so on... i dunno though.. |
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| ytiAdmin | Posted: Nov 6th 2004, 00:45 | Direct Link : Admin Options |
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Graduate
Joined: 26th Dec 2003 |
#15. Re: Half-Life Command & Conquer
Laurie: Most of those entities are strings of polars, but each of them has to perform different calculations, and that's the absolute fewest entities possible to do it with - not a single field is wasted |
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| Laurie |
Posted: Nov 6th 2004, 09:14 | Direct Link : Admin Options |
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Mentor Joined: 11th Aug 2000 |
#16. Re: Half-Life Command & Conquer
Interesting. What calculations are the polars performing, exactly? If they're all rotating 90 degrees, maybe another entity could be given a pull down menu, with options like "don't rotate", "rotate 90 up", "rotate 90 left", "rotate 90 down", "rotate 90 right" and "rotate 180"? |
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| ytiAdmin | Posted: Nov 6th 2004, 21:30 | Direct Link : Admin Options |
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Graduate
Joined: 26th Dec 2003 |
#17. Re: Half-Life Command & Conquer
Most of the polars are actually adding vectors together, and the last one in the chain is set as the "add offset" value on a calc_position, so I can resolve the end of a vector even if it doesn't start at the origin of the vehicle.
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| ytiAdmin | Posted: Nov 6th 2004, 23:45 | Direct Link : Admin Options |
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Graduate
Joined: 26th Dec 2003 |
#18. Re: Half-Life Command & Conquer
OK. "Better" system; less bugs; four-wheels-two-axel-dynamics (as opposed to tripod action):
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| pepper | Posted: Nov 7th 2004, 08:55 | Direct Link : Admin Options |
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Mentor Joined: 6th Sep 2003 |
#19. Re: Half-Life Command & Conquer
and what about in-game footage? |
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| ytiAdmin | Posted: Nov 7th 2004, 11:21 | Direct Link : Admin Options |
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Graduate
Joined: 26th Dec 2003 |
#20. Re: Half-Life Command & Conquer
Heh, what? You actually wanted to SEE it moving?
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