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Mods NecroVisioN MODs and other improvements

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  #11  
Old 03-13-2009, 03:40 PM
Csimbi Csimbi is offline
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Originally Posted by Gniarf View Post
Ok, I have a few questions:
1-What's the diffrence between 3d mesh and 3d model?
2-What happens if I negate vertex uv coordinates (or rather only u cooridnates)?
1. My guess: mesh is a raw model - a skeleton if you like - without any particular detail (like texture, dynamics, etc) associated with it.
2. No guess on that one.
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  #12  
Old 03-13-2009, 08:56 PM
Gniarf Gniarf is offline
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hehehehe

..I had to write a special program to parse pkmdl files and invert vertex normals, though...
...And there are still some glitches...for example I wonder where that giant ammo bar popped from...

But, hehe, Gniarf's HaPpY atm.
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Last edited by Gniarf; 03-13-2009 at 09:09 PM.
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  #13  
Old 03-13-2009, 09:30 PM
Csimbi Csimbi is offline
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Cool

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Originally Posted by Gniarf View Post
hehehehe

..I had to write a special program to parse pkmdl files and invert vertex normals, though...
...And there are still some glitches...for example I wonder where that giant ammo bar popped from...

But, hehe, Gniarf's HaPpY atm.
Wow, that's a very impressive screenshot!
The giant bar come from the amount of the ammo in the clips - at least the bars have grown in my Armour of God mod when I increased clip size.
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  #14  
Old 03-13-2009, 09:40 PM
Gniarf Gniarf is offline
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Yeah, but I did not mod clipsize!
I think it was because the weapon was stuck at the reload animation.
After creating a patched pkmdl, you need to copy all the .ani files too and rename them [name of the pkmdl].[name of the anim].ani... And I hadn't done that when I took the screenie, so there was no reload anim (still, I don't get the no reload anim=infinite clip thing, but nevermind)
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  #15  
Old 03-18-2009, 09:47 AM
Dark Knight Dark Knight is offline
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Quote:
Originally Posted by Gniarf View Post
hehehehe

..I had to write a special program to parse pkmdl files and invert vertex normals, though...
...And there are still some glitches...for example I wonder where that giant ammo bar popped from...

But, hehe, Gniarf's HaPpY atm.

OMG very nice idea!

and what about two rocket launcher in both hands?

btw, for dual weapons you should increase ammo capacity
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  #16  
Old 03-18-2009, 11:24 AM
Csimbi Csimbi is offline
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and what about two rocket launcher in both hands?
How can you hold two rocket launchers in one hand?
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  #17  
Old 03-18-2009, 11:33 AM
Dark Knight Dark Knight is offline
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Talking

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Originally Posted by Csimbi View Post
How can you hold two rocket launchers in one hand?
no, i mean One rocket launcher - in each hand. (two hands = two R.L.)
is it possible to realize?
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  #18  
Old 03-18-2009, 06:52 PM
Gniarf Gniarf is offline
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Originally Posted by Dark Knight View Post
no, i mean One rocket launcher - in each hand. (two hands = two R.L.)
is it possible to realize?
I'm affraid it's TOTALLY Impossible; it would cause a buffer overflow in the PlayerEnabledWeapons array, overwriting part of the AI code, forcing it into 0x00001337DEADBEEF mode...nothing good...


Quote:
Originally Posted by Csimbi View Post
How can you hold two rocket launchers in one hand?
We can't, but there are other options...Damn I wish we had this one. Modelling, anyone?
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Last edited by Gniarf; 03-19-2009 at 04:58 PM.
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