there is a pack of crosshairs out that include one for the web. it is, just a picutre of a web... i can find ya a link, h/o ill edit tgis with it. if not ill just upload mine.
this is taken from the thrill2kill website. it has a replacement for all x-hairs, if you dont like em just get the web spreit and text file and put into your sprites folder.
That's like the millionth thing that was made into the game but isn't used. Every single one of the aliens have very cool 3rd person animations for their weapons and the marines even have 3rd person reload animations. But, to bad they aren't implemented. But I mean, why make them if your not going to use them?
its just that the anims dont work, just think, imagine your charging using gore, looking at the gore anim, he uses his whole body, so he will be moving along without using using his feet, but using his whole body for gor'ing.
Steps to get the web crosshair working, or any other crosshair for that matter.
1) Open weapon_webspinner.txt. 2) Notice the first line is "6". This is a reference to the number of lines in the text file. <!--c1--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>CODE</b> </td></tr><tr><td id='CODE'><!--ec1-->6 weapon 320 320w 80 40 80 20 weapon_s 320 320w-s 80 40 80 20 ammo 320 640hud7 96 96 24 24 crosshair 320 xhairweb 0 0 64 64 weapon 640 640aw2 0 45 170 45 weapon_s 640 640aw2-s 0 45 170 45 ammo 640 640hud7 96 96 24 24 crosshair 640 xhairweb 0 0 64 64<!--c2--></td></tr></table><div class='postcolor'><!--ec2--> 3) Notice something wrong? The number is "6", but there are 8 lines. 4) Change the first line from 6 to 8. <!--c1--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>CODE</b> </td></tr><tr><td id='CODE'><!--ec1-->8 weapon 320 320w 80 40 80 20 weapon_s 320 320w-s 80 40 80 20 ammo 320 640hud7 96 96 24 24 crosshair 320 xhairweb 0 0 64 64 weapon 640 640aw2 0 45 170 45 weapon_s 640 640aw2-s 0 45 170 45 ammo 640 640hud7 96 96 24 24 crosshair 640 xhairweb 0 0 64 64<!--c2--></td></tr></table><div class='postcolor'><!--ec2--> 5) Web xhair will now work.
The sprite .txt's take the first number and divide it by 2. Half are used for 320 res sprites, half for 640 res sprites. In the case of the webspinner, since the top number was 6, it took 3 320 res sprite lines, and 3 640 res sprite lines. The crosshair line was the 4th for both, and hence was never used.
This is the same for all the weapon_xxx.txt files.
<!--QuoteBegin-Psyke+Feb 20 2004, 03:55 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Psyke @ Feb 20 2004, 03:55 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> odd... maybe i'm misunderstanding, but if you change it to 8, doesn't that mean you're adding in TWO things? <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> You are adding two things. 1 320 res sprite, and 1 640 res sprite.
Notice the top 4 lines have "320" as the first number, while the bottom 4 have "640". If you are playing at a resolution < 640x480, HL uses the 320 sprites. At resolutions >= 640x480, HL uses the 640 sprites. You have to set it to 8 because there are: 4 320 res + 4 640 res = 8 sprites.
Comments
dont know if that is possible tho
<a href='http://www.thrill2kill.com/secure-1g0D21s/ns/misc/models/x1/x1_t2k.zip' target='_blank'>download</a>
this is taken from the thrill2kill website. it has a replacement for all x-hairs, if you dont like em just get the web spreit and text file and put into your sprites folder.
Pic:
The above pack doesn't fix the problem (and although it worked in 2.x, the crosshairs looked out-of-place in-game).
<a href='http://www.thrill2kill.com/forums/index.php?act=Attach&type=post&id=1074' target='_blank'>HUMPEH</a>
1) Open weapon_webspinner.txt.
2) Notice the first line is "6". This is a reference to the number of lines in the text file.
<!--c1--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>CODE</b> </td></tr><tr><td id='CODE'><!--ec1-->6
weapon 320 320w 80 40 80 20
weapon_s 320 320w-s 80 40 80 20
ammo 320 640hud7 96 96 24 24
crosshair 320 xhairweb 0 0 64 64
weapon 640 640aw2 0 45 170 45
weapon_s 640 640aw2-s 0 45 170 45
ammo 640 640hud7 96 96 24 24
crosshair 640 xhairweb 0 0 64 64<!--c2--></td></tr></table><div class='postcolor'><!--ec2-->
3) Notice something wrong? The number is "6", but there are 8 lines.
4) Change the first line from 6 to 8.
<!--c1--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>CODE</b> </td></tr><tr><td id='CODE'><!--ec1-->8
weapon 320 320w 80 40 80 20
weapon_s 320 320w-s 80 40 80 20
ammo 320 640hud7 96 96 24 24
crosshair 320 xhairweb 0 0 64 64
weapon 640 640aw2 0 45 170 45
weapon_s 640 640aw2-s 0 45 170 45
ammo 640 640hud7 96 96 24 24
crosshair 640 xhairweb 0 0 64 64<!--c2--></td></tr></table><div class='postcolor'><!--ec2-->
5) Web xhair will now work.
The sprite .txt's take the first number and divide it by 2. Half are used for 320 res sprites, half for 640 res sprites. In the case of the webspinner, since the top number was 6, it took 3 320 res sprite lines, and 3 640 res sprite lines. The crosshair line was the 4th for both, and hence was never used.
This is the same for all the weapon_xxx.txt files.
You are adding two things. 1 320 res sprite, and 1 640 res sprite.
Notice the top 4 lines have "320" as the first number, while the bottom 4 have "640". If you are playing at a resolution < 640x480, HL uses the 320 sprites. At resolutions >= 640x480, HL uses the 640 sprites. You have to set it to 8 because there are: 4 320 res + 4 640 res = 8 sprites.