waffles has contributed to 2923 posts out of 438879 total posts
(.67%) in 916 days (3.19 posts per day).
20 Most recent posts:
Mp fp model is a no go. If your trying to get the sp fp arms, make sure your using the right version of the emf importer. Which you can generate from adjutant.
lol back pre-release I immediately got an impression of metroid. this was probably why, and i just didn't realize it at the time.
Oh shiz, i didn't know that. Kinda been meaning to get into the h4 lore a little. (inb4 everyones opinions)
Pretty sure in an earlier video he gave credit to you.
Those hands in general have a ton of verts... So annoying sometimes.
Edited by waffles on May 18, 2013 at 04:44 PM
You can get an entire list of tool commands just by typing "tool" and hitting enter. The lightmaps command is.
"tool lightmaps <scenario> <bsp index> <quality> <stop threshold>"
Without the quotes
Ex: "tool lightmaps levels/test/tutorial/tutorial tutorial 0 0.9"
Edited by waffles on May 18, 2013 at 03:37 PM
Quote: --- Original message by: grunt_eater
So far the arguments I've heard are
They're too hard to shoot, because of their collision. ;;Fixable
They can't land. ;;unimportant thats part of what made h3-reach more interesting
They take forever just to kill one. ;;Lower their health, no shielding, and to compensate make them use charged pp firing as well, but less accuracy when firing normal because there are so many of them
There's hardly anywhere to take cover where they can't find you, and they're so hard to kill that you can't take them out before the do you. ;;same fix as above. Sure, they'll still find you, but you'll be able to pick them off with a couple pistol shots or a burst from an AR Mostly an AI thing, As masterz said about them being basically sentinel clones.
So, let's recap. Fix collision, landing doesn't matter, no invisible shields, lower health, less accurate aiming, none of the last three matte because they travel in packs, add a little overhead cover maybe, and there you go. They'll be weaker so their easier to kill for those who said it's too hard, they'll be less accurate, making it harder for them to spam you and kill you when you're hiding, all of this adding a new "lower-then grunt" class, with the advantage of flight making them a little different so the player has to adapt. It doesn't seem that impossible to me.
Oh, btw, who's the texture artist for CMT? Just curious.
Edited by grunt_eater on May 18, 2013 at 11:29 AM
Otherwise I agree on the points i didn't comment on (red)
Edited by waffles on May 18, 2013 at 12:47 PM
Its just a naming convention doesn't really mean anything as far as i'm aware, just a way to seperate tag names; seeing as there are a plethora of reach and halo 3 content still throughout. I could be wrong and it might be a super secret name only 343 knows the importance of.
Do default sounds do this? I have never seemed to notice.
Its the "storm_fp_techsuit_control"'s green channel. There is no named diffuse texture. Just open the control bitmap up and pull the green channel out and save it as its own texture.
Quote: --- Original message by: Sceny
Quote: --- Original message by: waffles
CPU: AMD P2 x4 x965 @3.4ghz
Join me at 3.8ghz :D
OC? I honestly haven't tried to OC this cpu yet, never really had the need to.
Quote: --- Original message by: Jaz
Anyway, my specs:
Case: Antec One. Great starting cases from antec.
CPU: AMD Phenom II X4 965 lol the p2 quads seem to be commonplace these days
Harddrive: Western Digital 250GB something. It's years old but I think it's actually fast even by today's standards. I usually go for WD for my HDD's only reason I don't have one on my current build is just because my current was free.
I looked over the default UI stuff a bit in the past few days to try and learn something. Theres actually quite a bit to the ui system than i previously thought.
CPU: AMD P2 x4 x965 @3.4ghz
GPU: AMD Radeon 5770
Memory: 8gb (2x4gb) DDR3 1033mhz
Storage: Intel 160gb internal 2.5" SSD (primary/system), Seagate 7200 250gb(secondary)
Motherboard: A960 M M2 AM3 (usb 3.0 x4)
Case: Thermaltake Element G
Monitor: Samsung 1080p LCD
OS: Windows 7 x64 home premium
And i have a bunch of random things like a couple of xbox 360 controllers (wired).
Not too many games right now:
A bunch of random VN's I have yet to play
Some other i forget at this moment
On occasion, textures may be referenced in a specific map, but the raw data isn't actually there. Try different maps in order to make sure.
Otherwise the control maps for certain weapons contain the diffuse in the green channel (fp arms, knife)
skin modifier properties, it should be a tab open by default.
CE only supports weighting shared between two nodes, anything over this and tool will try to compensate and the end outcome is the weights get screwed up.
Which then led a few other members to jump aboard and further the situation :V
For materials without a named diffuse map, the green channel of the materials referenced control map contains the diffuse (ex: storm_fp_solo/storm_knife)
Edited by waffles on May 17, 2013 at 05:43 PM
Did you actually add a region to support the weapons lol?
lol, i love you guys.