Kinnet has contributed to 1312 posts out of 469161 total posts
(.28%) in 2,036 days (.64 posts per day).
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that usually happens when a stereo sound is used for animation sounds (instead of the proper mono), so the game thinks it's music and gives it priority (or something like that) The solution would be identifying which sound is the issue and replacing it with a proper mono sound (or just removing it would work too), you can find good energy sword mono sounds on the zteam tagset.
wow I never thought i'd see the day that animations were going to be extractable from those games. Thanks
Edited by Kinnet on May 20, 2019 at 07:12 PM
Quote: --- Original message by: Tachikoma
where are those animations from owo
The ones that don't look that were made by cmt-zteam are ports from cs:s or cs:go tweaked by me to fit the origins and what not for the weapons of the mod, except the shotgun fire, that one was traced frame by frame from reach (so yeah that's also a rip)
sorry for not answering sooner but totally forgot that I posted here
Beta release YAY
have a nice Easter :)
You could put various diffuse maps together and make a single one, like this:
I managed to get about 50 different permutations this way on a single model, but you will need to resize and move a bunch of uvw coordinates to get it to work properly which can be a real pain in the ass, so probably making them different models is the best way to go.
Edited by Kinnet on Mar 17, 2019 at 12:47 PM
no pics no clicks
I know you said no 3ds max or maya but in case you can't find any other way, altis did a tutorial about it some time ago:
Edited by Kinnet on Nov 14, 2018 at 11:46 PM
I think powerups in this map work that way
Quote: --- Original message by: Kavawuvi
Is it possible to make a custom map that doesn't have Halo Reach HUDs?
I don't think the technology is there yet...
Afaik eye blinking on marines is done through shaders controlled by functions on the biped tag, so don't worry about them in the rigging stage, as for the voice data mouth thingy... idk. It's nice to see ur back btw :)
Agreed, stuff like not being able to use the classic cheats on spv3 were a big turn off for me
So i was wondering how is it possible to compile exported animation files from 3ds max into "model_animations_yelo" tags. the regular "tool animations" command just creates the regular "model_animations" one even when using os_tool. Is it even possible? pls halp
Quote: --- Original message by: Sargent 0
Quote: --- Original message by: JoshGee
The downloads on your program don't lie. Just because you poured hours of research doesnt mean anything. Those hours of research could have been crap for all I know.(I have waisted plenty of hours on pointless research as well) You may have helped a few people but the fact is there is alot of people whom your programs have failed. Yeah it may be a little rude of me to point out like this but there needs to be better help provided in this community is my point. Take Note and thank you. :)
lol...What a fricken idiot
lol...What a pointless bump
Quote: --- Original message by: EmmanuelCD
stop spamming useless crap
the same can be said about you :P
Putting a % in the shader for the glass on 3ds max should fix most of those problems.
Edited by Kinnet on Feb 9, 2018 at 02:28 AM
well if u change the z in the position in the properties palette u can make anything float in sapien.
Edited by Kinnet on Feb 2, 2018 at 10:52 PM
Pretty sure he thinks the same about OSTA and you gon get banned
You could remove the ping animations of the marines, so they would be actually helpful when fighting enemies.
Edited by Kinnet on Jan 29, 2018 at 12:12 AM
Quote: --- Original message by: BioGoji1989
Wait, does that mean my mod won't be posted here on HCE maps, like, at all? Ever?
Can confirm, i uploaded a map on January of last year and still hasn't appeared on the maps section I guess Dennis doesn't have the time for it anymore.
Even tho it would probably just take a couple of hours