Digital Paint Discussion Board

Paintball 2: The Game => Paintball 2 Discussion => Topic started by: y00tz on June 11, 2007, 05:24:21 PM

Title: y00tz's .plan (I kid :P)
Post by: y00tz on June 11, 2007, 05:24:21 PM
After I wrap up the community texture package v1.0 I'd like to start some new stuff.

Does anyone have any ideas for 3rd-party GPL (created by me, vic, zorch, and a few others at best) content that they'd like to see in game?

I'd love to make additional skins and finish the vweps (Jit's wrote a guide for it somewhere that I have)  but be realistic here... that's probably considered cheating.

I'm not sure about the HUD though.. I did have an idea for it, but can we modify the HUD without getting banned?
Title: Re: y00tz's .plan
Post by: Zorchenhimer on June 11, 2007, 05:29:05 PM
but can we modify the HUD without getting banned?

Pics, yes. (includes the scripts)
Code, no.
Title: Re: y00tz's .plan (I kid :P)
Post by: PiCaSSo on June 11, 2007, 05:29:48 PM
Hehe, Love the topic!! heh
Title: Re: y00tz's .plan (I kid :P)
Post by: WarWulf on June 11, 2007, 07:11:14 PM
i got *puts pinky up to lips and gets wide eyed* one hundred billion textures
Title: Re: y00tz's .plan (I kid :P)
Post by: XtremeBain on June 11, 2007, 08:55:34 PM
I'd love to make additional skins and finish the vweps (Jit's wrote a guide for it somewhere that I have)  but be realistic here... that's probably considered cheating.
As long as you do the development and testing offline it's fine.  Using demos is great for this kind of testing.

I'm not sure about the HUD though.. I did have an idea for it, but can we modify the HUD without getting banned?
I was working on porting the scriptable hud code from Warsow into DP, but I was running into tons of problems scripting the default HUD and I could pretty discouraged.  Same thing as mentioned above, demos work well for offline testing.
Title: Re: y00tz's .plan (I kid :P)
Post by: y00tz on June 11, 2007, 08:58:25 PM
I'd love to make additional skins and finish the vweps (Jit's wrote a guide for it somewhere that I have)  but be realistic here... that's probably considered cheating.
As long as you do the development and testing offline it's fine.  Using demos is great for this kind of testing.

I'm not sure about the HUD though.. I did have an idea for it, but can we modify the HUD without getting banned?
I was working on porting the scriptable hud code from Warsow into DP, but I was running into tons of problems scripting the default HUD and I could pretty discouraged.  Same thing as mentioned above, demos work well for offline testing.

Wow, thanks XtremeBain :D  I had no idea I could do that, and I appreciate you letting me know! :D
Title: Re: y00tz's .plan (I kid :P)
Post by: jitspoe on June 11, 2007, 11:10:25 PM
Unfortunately, the vwep tutorial no longer applies as the player models are now in the .skm format.  Fortunately, all it means is you have to place a bone tag in the proper location and the gun will automatically have the player animations.  Of course, the weapons either need to be re-done in or converted to skm models.
Title: Re: y00tz's .plan (I kid :P)
Post by: y00tz on June 11, 2007, 11:14:51 PM
Jitspoe forgive my ignorance, but a Google and Wikipedia search for SKM yields nothing useful...  I know of SKD but what's SKM (obviously a 3d format) and what do you use to open it?  Must be something new in 3DS.

-y00tz

edit - take your time in replying, My girlfriend and I are driving to Chicago in 10 minutes to pick up my passport at 9 am, then driving to Tulsa for our 10 day trip to Costa Rica...

Cheers :D :D

Later guys  :o
Title: Re: y00tz's .plan (I kid :P)
Post by: PiCaSSo on June 11, 2007, 11:38:24 PM
Jitspoe forgive my ignorance, but a Google and Wikipedia search for SKM yields nothing useful...  I know of SKD but what's SKM (obviously a 3d format) and what do you use to open it?  Must be something new in 3DS.

-y00tz

edit - take your time in replying, My girlfriend and I are driving to Chicago in 10 minutes to pick up my passport at 9 am, then driving to Tulsa for our 10 day trip to Costa Rica...

Cheers :D :D

Later guys  :o

Tulsa, Oklahoma?  If so you'll be 2 hours west of me! :)
Title: Re: y00tz's .plan (I kid :P)
Post by: KnacK on June 11, 2007, 11:48:45 PM
/me locks and loads just to make sure he doesn't travel across the border.
Title: Re: y00tz's .plan (I kid :P)
Post by: PiCaSSo on June 12, 2007, 08:05:06 AM
/me locks and loads just to make sure he doesn't travel across the border.

Hah!  Free steak dinner at my house Knackerz.... Bring tha Mrs.!!
Title: Re: y00tz's .plan (I kid :P)
Post by: b00nlander on June 12, 2007, 08:10:17 AM
Jitspoe forgive my ignorance, but a Google and Wikipedia search for SKM yields nothing useful...  I know of SKD but what's SKM (obviously a 3d format) and what do you use to open it?  Must be something new in 3DS.

-y00tz

http://jal.quakedev.com/stuff/skelmod/Skeletal%20models%20doc.rtf

found with Google ;)
Title: Re: y00tz's .plan (I kid :P)
Post by: Cobo on June 12, 2007, 04:39:44 PM
I was working on porting the scriptable hud code from Warsow into DP, but I was running into tons of problems scripting the default HUD and I could pretty discouraged.  Same thing as mentioned above, demos work well for offline testing.
I tried making scriptable HUD's once, they basicly loaded the same way menus did, and had the same syntax menus did. Altough I never got past printing data on the screen with text, having conditional pics(eg. if you have a smoke gren), and team specific pics.
Title: Re: y00tz's .plan (I kid :P)
Post by: jitspoe on June 13, 2007, 08:19:20 PM
I think I put an article in the wiki about how to convert them.  Maybe not.  You need the HL2 format models (SMD?), then you compile them with some special tools.
Title: Re: y00tz's .plan (I kid :P)
Post by: y00tz on June 28, 2007, 03:14:18 PM
I think I put an article in the wiki about how to convert them.  Maybe not.  You need the HL2 format models (SMD?), then you compile them with some special tools.

No success as of yet, I'll keep looking.

Quote from: PiCaSSo
Tulsa, Oklahoma?  If so you'll be 2 hours west of me! :)

Tulsa, OK is 2.5 hours west of me... Where do you live?


Edit1:
I noticed the sound-request list in the wiki.  I can get a lot of those, what's the best way to capture them?
Title: Re: y00tz's .plan (I kid :P)
Post by: jitspoe on June 28, 2007, 05:55:22 PM
Quote
what's the best way to capture them?
With a microphone. :)

I just have a decent quality mic (I think it ran ~$100) hooked up to my laptop.  I typically record at 16 bit 48khz.  I'm not quite sure if this is the best thing to do, though.  Most people probably play at 44khz, so the sound quality may actually be worse downconverting it.
Title: Re: y00tz's .plan (I kid :P)
Post by: y00tz on July 07, 2007, 04:16:38 PM
Ahhhh found what I wanted.  http://dplogin.com/forums/index.php?topic=819.0 
Title: Re: y00tz's .plan (I kid :P)
Post by: jitspoe on July 08, 2007, 12:55:33 AM
Looks like that link is dead.  I believe it's up somewhere on dplogin.com, just under a different path.
Title: Re: y00tz's .plan (I kid :P)
Post by: y00tz on July 08, 2007, 01:02:33 AM
Looks like that link is dead.  I believe it's up somewhere on dplogin.com, just under a different path.

Yeah, my bad, it's this: http://dplogin.com/files/mediasource/models/dpchar/export/Copy%20of%20smd_export.ms. I did go rummaging through dplogin.com/files/ ... are we cool? heh.


Edit:

On the topic of my trees:

If blender has an SMD exporter, you could create SKM models (what's used for the players).   I don't think those have a hard limit on vertices.   Still not a good idea to be using thousands of them, though, for a single tree.

I've made my first SKM file :D unfortunately it's unskinned, does the SMD include the skin file?
Title: Re: y00tz's .plan (I kid :P)
Post by: y00tz on July 10, 2007, 11:14:51 AM
Bump (I edited the previous post..)

Jit:  Do you have any of the .3DS source files from the weapons?

Thanks,
y00tz

edit:  Grr, the SKM works fine in the viewer, but it irks the game

Quote
********************
ERROR: Could not find pose file for models/CTP/test.skm
********************
==== ShutdownGame ====


edit again:
http://svn.icculus.org/teu/trunk/source/ref_gl/r_skm.c?rev=2&view=auto
Is this code in the game?
Title: Re: y00tz's .plan (I kid :P)
Post by: jitspoe on July 10, 2007, 04:26:04 PM
You need the skp file to go with the skm.  Skm is the mesh, skp is the animations (or poses).
Title: Re: y00tz's .plan (I kid :P)
Post by: y00tz on July 10, 2007, 04:37:28 PM
Okay, I included the SKP and bam, worked wonderfully, thanks.  Still no luck on the skin.  How do you do yours?
Title: Re: y00tz's .plan (I kid :P)
Post by: jitspoe on July 10, 2007, 08:17:55 PM
pongball.skm is probably the simplest example.
Title: Re: y00tz's .plan (I kid :P)
Post by: y00tz on July 11, 2007, 01:08:27 AM
I just feel like I'm wasting your time, but I'm really curious.

I look here at pongball...
I see the SKM, and the SKP I have both of these for my model and they work fine.  Then I see your texture.  My texture/material was applied to the SMD, and never got extracted... Is this the correct way to do it?  When I ran SKModel, I replaced the filenames with their correct counter parts... it never asked for a skin, yet created a test.skin file...  Which led me to assume that the texture was saved with the SMD and would be extracted to test.skin. 

Enlighten me please?

Thanks a lot,
y00tz







edit:
I do the UV stuff, toss the texture in the directory of the  SKM model, and that should do the trick? I'll try again when my texture is complete. 
Title: Re: y00tz's .plan (I kid :P)
Post by: jitspoe on July 11, 2007, 03:54:04 AM
I believe it uses the mesh name as the texture name.  In the case of the pongball, it was "error".  I can't remember if the mesh was unnamed, it didn't convert correctly, or what, but I didn't feel like messing with it and just used error.jpg as the texture.  I can't remember if skin files work with regular models or just player models.

Edit: It uses the texture name.  Whatever texture you map to the model in the editor should be what gets used for the texture name.  If you look at your .smd file before you convert it, it'll have lines like this:

Code: [Select]
dpchar1_jersey.psd
  5  -1.7031   4.2552  21.9310  -0.2769   0.4222   0.8632   0.6454   0.8790  2    5 0.996  10 0.004
  9   0.0060   6.2753  20.9961  -0.5559   0.6680   0.4947   0.6144   0.9390  2    9 0.500  10 0.500
 10   1.1943   7.6109  19.9952  -0.3726   0.7815   0.5005   0.5883   0.9276  1   10 1.000

In that case, "dpchar1_jersey" is the texture that's used.
Title: Re: y00tz's .plan (I kid :P)
Post by: y00tz on July 11, 2007, 04:16:14 AM
Ahhh thanks :D

That did it.  I haven't finished UV mapping, much less texturing, but at least now you can make out that it's an (attempt at an) autococker :D
Title: Re: y00tz's .plan (I kid :P)
Post by: JiGSaW on July 11, 2007, 12:33:51 PM
Legit.

You need to make textures for kids like me that have poor computers.
Title: Re: y00tz's .plan (I kid :P)
Post by: y00tz on July 11, 2007, 12:36:24 PM
Haha, I wouldn't dare re-texture current models, so that's why I made a new one.  I was going to slap a bunch of autocockers in like a 'pro-store' scenario, but when I use func_model, they all look indentical, so I decided to make a new model so I could reskin it as many times as I want.

edit:

The original autococker is 147 vertices and 264 triangles...  my first autococker model was 525 vertices and 1025 triangles, and it looked and worked great in game.  However, I touched it up tremendously, while being careful to not get to many triangles.  It's now at 1460 vertices, and 2.784 triangles.   Unfortunately, it dies in game.  The model just makes black lines and then the end "unexpected error"

I'm hoping it's just my video card being stressed out from    5 instances of 3D modelling software, BSP and Photoshop. :(
Title: Re: y00tz's .plan (I kid :P)
Post by: jitspoe on July 11, 2007, 05:13:47 PM
Sounds like a bug in either the exporter, converter or in-game loader.
Title: Re: y00tz's .plan (I kid :P)
Post by: y00tz on July 12, 2007, 01:04:57 AM
Wow, I've trimmed my gun down to 768 vertices, just to see if that would be low enough to support MD2.

Code: [Select]
TANK.MD2 HAS TOO MANY VERTICES
Alas... it is not.
Title: Re: y00tz's .plan (I kid :P)
Post by: Eiii on July 12, 2007, 01:46:53 AM
How many verts is the player model?
Title: Re: y00tz's .plan (I kid :P)
Post by: y00tz on July 12, 2007, 01:59:12 AM
Vertices: 318, Triangles: 610.

Maybe SKM's add a little more, but I haven't found a way to determine their counts.
Title: Re: y00tz's .plan (I kid :P)
Post by: jitspoe on July 12, 2007, 01:57:28 PM
Oh, md2.  Yeah.  Just use SKM.
Title: Re: y00tz's .plan (I kid :P)
Post by: y00tz on July 12, 2007, 02:14:23 PM
Oh, md2.  Yeah.  Just use SKM.

I'm having trouble exporting the SMD after I've skinned it; I get an error.  I was able to make the tank work as an SKM but not skinned yet.

Thanks,
y00tz


Update:  Skinned the tank, success
Title: Re: y00tz's .plan (I kid :P)
Post by: y00tz on September 30, 2007, 11:16:35 PM
I've been working a lot lately at my job, staying to midnight or later almost every night, so progress here on most projects is very slow.  In my spare time I've been working on some foliage for the CMP. Here's an example one of the models (below)
Anyway, community, can I get some hi-res leaf and plant pictures?  Good angles please.  Upload in the CTP thread.

Also, what do you think of this ground texture? I made it for this specific map in CS2 but I like it.. it doesn't tile at all.

Thanks,
y00tz



*"texture" of plant only a WIP mockup!
*texture update 10-1
Title: Re: y00tz's .plan (I kid :P)
Post by: nightryder on October 01, 2007, 01:43:01 AM
good model, nice ground, would look really good with a suit of armour model beside it ;)
Title: Re: y00tz's .plan (I kid :P)
Post by: Apocalypse on October 01, 2007, 04:33:59 PM
Nicely done y00tz I'll see if I can get some plants but it depends what type you mean like hedges or bushes or something else?
Title: Re: y00tz's .plan (I kid :P)
Post by: y00tz on October 01, 2007, 06:58:33 PM
Any types... the new texture I uploaded is just a leaf from my deck.  Just snap a shot of leaves of all types up close, and at good angles.   I still have lots of work on that model, I'll probably throw it out, but I am working on a foliage sub-pack for the CTP and CMP.
Title: Re: y00tz's .plan (I kid :P)
Post by: jitspoe on October 04, 2007, 02:08:46 AM
First one reminded me of bamboo.  That would be a good model for some of reed and rick's maps.
Title: Re: y00tz's .plan (I kid :P)
Post by: y00tz on October 04, 2007, 02:09:56 AM
First one reminded me of bamboo.  That would be a good model for some of reed and rick's maps.

I expected criticism, can ya toss a little c-c my way?
Title: Re: y00tz's .plan (I kid :P)
Post by: KnacK on October 04, 2007, 06:43:25 AM
they suck and your momma dresses you funny.

Oh, umm... make the green a little lighter.

;D
Title: Re: y00tz's .plan (I kid :P)
Post by: mewa on October 04, 2007, 08:27:01 AM
I'm not sure if this is still on topic, but earlier in this post Jitspoe mentioned his audio capture technique. Without trying to be offensive, the audio in the game could use allot of work. I realize there are many more important things to worry about when looking how to improve the game, not to mention the audio has no effect on gameplay.

This sorta thing is right up my alley, and have been meaning to meantion it. Awhile back I tried to perform some reconstruction on a handful of the audio files, with shockingly small success. Unfortunately this means the only solution is to virtually start over, individually grabbing the audio clips from their sources.

I have put a enough thought into this to know that it is a project I am willing to undertake. Jitspoe, or whomever is the authority on these things, please email when you find a moment and I can answer any questions and we might discuss this further.

Thank You,
Mewa
mewa.rules@gmail.com
Title: Re: y00tz's .plan (I kid :P)
Post by: KnacK on October 04, 2007, 08:36:46 AM
As far as the audio clips go, the majority of them need to re replaced ( homer, auhnuld, etc) to removed the copyright infrigement.
Title: Re: y00tz's .plan (I kid :P)
Post by: y00tz on October 04, 2007, 04:38:04 PM
Mewa, why don't you just start collecting sounds?  Start a new thread to publish them in.  There is a list somewhere, perhaps in this thread, or rather on the wiki I believe.  When you get some sounds done, post them, it would be much more effective since Jitspoe's time is split between full-time work, part-time paintball2 development, and moderating this forum, so it'd be best if you just got some samples out so we could provide constructive-criticism before it eats up Jitspoe's time.

-y00tz
Title: Re: y00tz's .plan (I kid :P)
Post by: Zorchenhimer on October 04, 2007, 08:35:35 PM
Mewa, why don't you just start collecting sounds?  Start a new thread to publish them in.  There is a list somewhere, perhaps in this thread, or rather on the wiki I believe.

Quote from: Wiki
Sounds Needed
- New Weapon Sounds (for whatever weapons we decide to do)
   - Angel, PGP2, ...?
- New death sounds (More serious sounds, and non-copyrighted)
- New flag grab/cap sounds (Again more serious, and non-copyrighted)
- Jet engine
- Footsteps in snow
- Flag waving sound
- Large waterfall sound
- Paintballs hitting various surfaces
   - metal, dirt, grass, concrete/rock/brick, wood
Title: Re: y00tz's .plan (I kid :P)
Post by: y00tz on October 15, 2007, 05:09:13 PM
Just finished working on: the Foliage Pack for the CTP
Working on now: y_soffice_b2
Up next: 'Sci-Fi or Futuristic' Pack for Dagless and Co.
Title: Re: y00tz's .plan (I kid :P)
Post by: mewa on October 19, 2007, 06:09:24 AM
 Regarding the new sounds/audio;

First off, my apologies. I might have let my excitement for the project cloud my perception of available time. I still wish to do audio but I would like to state that I am a little overflowed with other projects and responsibilities right now. To me this just means that for now the DP audio will have to ride the backseat. I hope this doesn't conflict, but I have no idea as to the schedule of the upcoming release. Please let me know what expectations you all have as far as what needs to be done by when.

It is my understanding that you wish to eliminate all audio that is protected by copyright. If this is right, is this meant to be an instantaneous or graduated phasing out? Zorchenhimer made a post with a list of some sounds to record; is there a longer list somewhere?(little confused by the post); where would I make a thread/discussion to accumulate all the various valid ideas of which sounds need to be recorded?(I'm a complete nob to forums). Another question that popped into my head while looking at that list is regarding details of individual sounds, like flag waving; is this a stationary flag waving in the wind, or the sound of someone running with the flag. I'm not sure if i need to prepare a couple varieties of rates for certain sound types (like footsteps, walking, running, speedhacking!), or is this controlled within the software to modify the sounds to the current situation?

I figure if I can get a fairly comprehensive list of what sounds need to be done, I can just widdle away at them when the opportunity arises, then submit for evaluation.

Also, its been said to start a new section/post for this topic. As I said before, I am a little too new to forums, so if it isn't too much trouble could one of the persons in the know create the post/topic/wiki article (?) where ever appropriate and then just direct towards it. 

Much Appreciated
mewa
Title: Re: y00tz's .plan (I kid :P)
Post by: y00tz on October 19, 2007, 12:50:38 PM
I am a little overflowed with other projects and responsibilities right now.


Story of our lives.
Title: Re: y00tz's .plan (I kid :P)
Post by: jitspoe on October 23, 2007, 07:08:40 PM
It will be a gradual thing, most likely.  If you have a new sound or two that's better than one of the existing sounds, I can replace it in the next release.  Rinse and repeat indefinitely. :)  A lot of the things, like surface-dependant footstep sounds, won't be implemented for some time, so if you record any sounds for those, it may be a while before they're used.  I've actually recorded a bunch myself, but I'm waiting for that feature to get higher up on the priority list before I do any more work on it.

At this point in time, I'd start with the sounds that are already being used in the game but are low quality/potentially copyrighted.
Title: Re: y00tz's .plan (I kid :P)
Post by: y00tz on November 02, 2007, 11:51:13 PM
The sci-fi pack has been post-poned a bit because I'm working on an urban pack, yeah for the contest...

But I have done lots of concepts for the sci-fi packages, if anyone has pictures or screencaps of movies, etc. of textures/styles they'd like to see, feel free to contribute, especially within this thread.

@mewa: Have you had anytime to work on the sounds?  I tried to record some with the mic on my mp3 player and they sound terrible (background wind, etc.)  so I guess I'll give Jitspoe's "Laptop + $100 mic" as soon as I can find a $100 mic on sale... :P

@Jitspoe: Do you still have these sounds from this post http://dplogin.com/forums/index.php?topic=2413.msg28205#msg28205 ?

Oh before I forget, on behalf of the WorldCraft users, I've started working on making the current 0.8 CTP release compatible with WorldCraft.

For those who have asked, the CTP 1.0 (yes it's still in the works) will be the current CTP (0.8) release + new textures from Nitroboy, a few re-mastered textures, several office textures (think y_soffice) and of course the foliage, urban, and sci-fi packages.

Cryptic bonus.. Expect a neat little treat sometime tomorrow, if I get time to release it...
Title: Re: y00tz's .plan (I kid :P)
Post by: Eiii on November 03, 2007, 12:19:02 AM
Oh before I forget, on behalf of the WorldCraft users, I've started working on making the current 0.8 CTP release compatible with WorldCraft.

Why do you encourage this? :O
Title: Re: y00tz's .plan (I kid :P)
Post by: DrRickDaglessMD on November 03, 2007, 08:29:54 AM
y00tz, I've got a concept map in the works which would benefit greatly from your sci-fi pack. Im not really ready to show it off publicly yet, but if you'd like to see it I'll pm you with a working copy and go through it with you on a private server sometime. I think it'd help you out loads with seeing what sort of textures are in demand!

- Dagless
Title: Re: y00tz's .plan (I kid :P)
Post by: y00tz on December 20, 2007, 01:30:32 AM
Jitspoe, you don't happen to have the source file (max/blend, heck even the smd) for weapon.skm by any chance?  If not, do you know of a skm decompiler?  I'm working on vweps with interesting results and would love to take a look at the bone for the carbine.

Thanks,
y00tz

Edit:  Here's what I'm working with right now, judging by my eye.  How would you like this to line up?  I'll let you pencil it in with paint or whatever, where you'd like them to line up...  In the 2nd screenshot is my idea of where they should line up, obviously impossible, I'd like some feedback.


Also, I pinged the master list (hit "join game" out of habit), anyway I backed out, and didn't join a server.

-y00tz

Edit 2: Lookin' better :D
Title: Re: y00tz's .plan (I kid :P)
Post by: DaRkNeSS on December 20, 2007, 02:37:06 AM
It just makes me feel all cozy inside.
Title: Re: y00tz's .plan (I kid :P)
Post by: sk89q on December 20, 2007, 02:43:45 AM
Looking good.
Title: Re: y00tz's .plan (I kid :P)
Post by: Eiii on December 20, 2007, 02:44:46 AM
We need gun-specific arm positioning though, for the PGP and such.
Title: Re: y00tz's .plan (I kid :P)
Post by: y00tz on December 20, 2007, 02:59:07 AM
We need gun-specific arm positioning though, for the PGP and such.

Yeah, and while I'm thinking of it, jitspoe/a modeler needs to make a v_pgp model and skin


Automag :D

Edit: A little bit more tweaking left, but here is the vm68

Edit 2:  Stringray :D
Title: Re: y00tz's .plan (I kid :P)
Post by: Eiii on December 20, 2007, 03:24:52 AM
Those look really nice.
I'm excited!
Title: Re: y00tz's .plan (I kid :P)
Post by: y00tz on December 20, 2007, 03:36:27 AM
Thanks :)

If only I had an easier way of lining them up,  as of now I render the .smd, convert to skm, copy files to ../players/male/ load up Paintball, load up arm.bsp, then check for tweaks, and judge by screenies and the Blender view, I make the changes.  :(

After 3 hours, that's a night :P Nah I only have 2 left anyway

Edit 3? 4? idk:  Trracer!  Just one more left (Spyder)

Yay all done (Spyder shot uploaded) 

I'm aware tweaks will need to be made - I'll work on that stuff later, preferably after some test code is in place to use the models
Title: Re: y00tz's .plan (I kid :P)
Post by: XtremeBain on December 20, 2007, 07:17:30 AM
Please make a pistol whip melee attack next.

The y_vwep7-2.jpg screenshot is pretty funny because the perspective makes that 20oz tank look 3.5 feet tall.
Title: Re: y00tz's .plan (I kid :P)
Post by: lekky on December 20, 2007, 08:57:40 AM
someone post a screen of the current gun pls
Title: Re: y00tz's .plan (I kid :P)
Post by: y00tz on December 20, 2007, 10:02:33 AM
someone post a screen of the current gun pls

Why?
Title: Re: y00tz's .plan (I kid :P)
Post by: lekky on December 20, 2007, 05:20:38 PM
I couldnt get my head around them carrying new guns xD

Good stuff tho :)
Title: Re: y00tz's .plan (I kid :P)
Post by: y00tz on December 20, 2007, 11:38:33 PM
If any of you studs own any of these guns, can you post a picture of you posing like the player model does, so I can get an idea of the size ratio? 

Title: Re: y00tz's .plan (I kid :P)
Post by: jitspoe on December 23, 2007, 12:52:17 AM
I would, but mine are all packed away.  The guns really need to all be re-modeled (I've started on some of the ones I have), but these will certainly work in the meantime.  Thanks for stepping forward to help out on some of these things.
Title: Re: y00tz's .plan (I kid :P)
Post by: y00tz on April 22, 2008, 12:30:10 AM
" Warning: this topic has not been posted in for at least 120 days.
Unless you're sure you want to reply, please consider starting a new topic."

Is that new?  I wonder how so many people can still necro topics... :(


Anyway, I'm going to be packing up the next CTP release very soon (y00tz time, not real time), so if you have any last texture requests run on over to the CTP thread.  The plan is to call this CTP 1.0 final release, if you've been following the roadmap, 1.0 is coming out 6 months ago, and the planned patch for missing/higher quality textures (1.2) will be released 2 months ago :P