<!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->/me wonders if any1 is using urban camo structures<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> i do o/
the first time i used the hmg i was freaked out. It looks like heavy arms, but I guess the left arm is part of the gun?<!--emo&???--><img src='http://www.unknownworlds.com/forums/html//emoticons/confused-fix.gif' border='0' style='vertical-align:middle' alt='confused-fix.gif' /><!--endemo--> Maybe the bullet chain should be strung over a light armor arm? O and is there a jetpack in this pack, if so i guess i haven't noticed it yet.
Yes, there is a JP. And the bullets just hanging over the arm wouldn't fit to the p model which depends on the HA model. This is why I <b>had</b> to choose this way.
btw pay attention to the w model of the HMG, and you will see that the backpack as well as the armplate is included there. So technically, it's OK.
btw2 I would be <b>very</b> happy if some of you could make <u>ingame-action screenshots</u> with the models in action. Doesn't matter if with/without hud sprites, I'd just like to see some action on screenies because I so horribly miss the good shots.
Don't forget to post in the Official Release Thread <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo-->
Is there anyway to scale the HA a little so he's taller and stuff? I don't know too much about hitboxes, but i presume they always follow the original models hitbox? (so if i shoot just above the head of this HA, will it hit?) Can someone explain how this works please?
obst, prepose isn't in the dictionary becauseit isn't a word. It's a misspelling of propose...I hope i didn't just make a fool of myself if you already knew that <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo-->
hitboxes are server side, they always stay the same no matter what model your computer uses
ill see if i can get some ingame shots going <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
/EDIT yo obst ive got tons of screenshots, ill go through them tmorrow and get the good ones, but i dont have a place to host them, what should i do
If you got IRC, check by in #ngg on Quakenet, you will most likely find me there (If I ain't playing PS2 or Driving Education <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo--> )
If you want to rescale the model, you need to decompile it. Then you can add $scale x.xxxx to the QC. Be aware that you have to reorigin the model if you don't want the feet clipping into the ground <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
A DoD MG doesn't look right in NS, even with the... ammo box thing. It just looks way too low-tech, in my opinion, to be blowing away anything other than a slow-moving Gorge.
Did you try it ingame yet? <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo-->
i'll get some ingame screens for u Obst <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo-->
<!--QuoteBegin-Obst & Gemuese+Sep 29 2004, 01:00 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Obst & Gemuese @ Sep 29 2004, 01:00 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> If you got IRC, check by in #ngg on Quakenet, you will most likely find me there (If I ain't playing PS2 or Driving Education <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo--> )
If you want to rescale the model, you need to decompile it. Then you can add $scale x.xxxx to the QC. Be aware that you have to reorigin the model if you don't want the feet clipping into the ground <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo--> <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> uh... or just use HLMV and scale it there? <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
yeah but wont the model clip into the ground like Obst said <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html//emoticons/wink-fix.gif' border='0' style='vertical-align:middle' alt='wink-fix.gif' /><!--endemo-->
obst just to let you know, before i tried this pack i was kinda meh about it, didn't really look like something i would use but holy crap this stuff looks good in game, sounds are good, my GOD that skulk looks good
im very impressed with this, amazing job <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo--> here's a sample screenshot from the bunch that i took
oh and obst, you meant the quakenet US server right? cus if so, im waiting on it for you <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
Hehe, they'd get taunted - until the other aliens realise that if they **** the gorges off, they'll go on strike, and might even bring in the gorge employment union. I don't see no fade or onos being able to put up any of those much needed buildings of survival now do I, especially while trying to juggle beuracracy and media mudslinging?!
Hmmm the credits seem to be missing a name... <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo--> -Dan
Obst, can you please put the default heavy arms on the model? I like the arm models, but I'm not useing the player models, and it just doesn't look right when you are switching between the shotgun and the pistol.
<!--QuoteBegin-Obst & Gemuese+Oct 2 2004, 06:38 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Obst & Gemuese @ Oct 2 2004, 06:38 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> You mean the HMG? I could do so, but then the "bullets-over-the-arm" thingy would have to be dropped :/ <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> Nah, I'm meaning the heavy arms on all the weapons. They're different from the default ones. Granted they look good, but they don't match the other default models I use. I tried putting the default arms on the weapons, but I failed. Won't compile when I try to change the body's.
For LA you can just change the textures. For HA, I got all the default-HA-arms somewhere around here, I think <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo--> In fact, I am currently recompiling all models with default arms before I go to bed (God, I love the modular arms system I used <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo--> [except for the HG. I somehow cba to put together HA arms for it])
Hmm, i don't usually like making requests, but would it be difficult to scale up the HA too, so it appears even more heavier than the standard models? I'd be willing to do it myself if someone could point me in the right direction <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo--> Obst, totally ignore this post if it's too much hassle or w/e, i know how much a pain in the **** requests can be.
<!--QuoteBegin-MrSocks+Sep 30 2004, 07:20 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (MrSocks @ Sep 30 2004, 07:20 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> yeah maybe, but everyone will love the gorge because the gorge has so much love to give!
just lookit him go, give that onos some love! go! go!
anyways.. <!--emo&???--><img src='http://www.unknownworlds.com/forums/html//emoticons/confused-fix.gif' border='0' style='vertical-align:middle' alt='confused-fix.gif' /><!--endemo--> <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> Want to make your gamma a bit higher? My eyes are burning.
Comments
i do o/
/me burns the dictionary.
What does "prepose" mean?
And you're urban camo buildings are the sexiest rine building replacements available. Teh sechz!
And the bullets just hanging over the arm wouldn't fit to the p model which depends on the HA model. This is why I <b>had</b> to choose this way.
btw pay attention to the w model of the HMG, and you will see that the backpack as well as the armplate is included there. So technically, it's OK.
btw2 I would be <b>very</b> happy if some of you could make <u>ingame-action screenshots</u> with the models in action. Doesn't matter if with/without hud sprites, I'd just like to see some action on screenies because I so horribly miss the good shots.
I don't know too much about hitboxes, but i presume they always follow the original models hitbox? (so if i shoot just above the head of this HA, will it hit?)
Can someone explain how this works please?
ill see if i can get some ingame shots going <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
/EDIT
yo obst ive got tons of screenshots, ill go through them tmorrow and get the good ones, but i dont have a place to host them, what should i do
If you want to rescale the model, you need to decompile it. Then you can add
$scale x.xxxx
to the QC. Be aware that you have to reorigin the model if you don't want the feet clipping into the ground <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
If you want to rescale the model, you need to decompile it. Then you can add
$scale x.xxxx
to the QC. Be aware that you have to reorigin the model if you don't want the feet clipping into the ground <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo--> <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
uh... or just use HLMV and scale it there? <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
but holy crap this stuff looks good in game, sounds are good, my GOD that skulk looks good
im very impressed with this, amazing job <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo-->
here's a sample screenshot from the bunch that i took
oh and obst, you meant the quakenet US server right?
cus if so, im waiting on it for you <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
just lookit him go, give that onos some love! go! go!
anyways.. <!--emo&???--><img src='http://www.unknownworlds.com/forums/html//emoticons/confused-fix.gif' border='0' style='vertical-align:middle' alt='confused-fix.gif' /><!--endemo-->
but i will go no further than that, tal.. what? i cant,,,,,,,,,,,,, think...
-Dan
Oh noes, don't tell me I forgot you <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html//emoticons/sad-fix.gif' border='0' style='vertical-align:middle' alt='sad-fix.gif' /><!--endemo-->
I'm sorry <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html//emoticons/sad-fix.gif' border='0' style='vertical-align:middle' alt='sad-fix.gif' /><!--endemo-->
Oh wells <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo-->
I could do so, but then the "bullets-over-the-arm" thingy would have to be dropped :/
oh god yes..
btw it sounds friggin SMEXY
I could do so, but then the "bullets-over-the-arm" thingy would have to be dropped :/ <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
Nah, I'm meaning the heavy arms on all the weapons. They're different from the default ones. Granted they look good, but they don't match the other default models I use.
I tried putting the default arms on the weapons, but I failed. Won't compile when I try to change the body's.
In fact, I am currently recompiling all models with default arms before I go to bed
(God, I love the modular arms system I used <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo--> [except for the HG. I somehow cba to put together HA arms for it])
just lookit him go, give that onos some love! go! go!
anyways.. <!--emo&???--><img src='http://www.unknownworlds.com/forums/html//emoticons/confused-fix.gif' border='0' style='vertical-align:middle' alt='confused-fix.gif' /><!--endemo--> <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
Want to make your gamma a bit higher? My eyes are burning.