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Messages - {CCP}VI

#31
hm is your repcom running while your modding? that may be the problem.

otherwise save the properties with another name and recall it to properties again after saving.
#32
Star Wars Republic Commando Chat / Re: Emitter Help
April 15, 2010, 05:26:48 AM
go to the particle system browser.there you can use the editor.

but you don't need the editor. in my opinion it's not that comfortable. go to the actorbrowser and create a new emitterclass. with different settings of the properties you can make any effects.
#33
Projects / Re: Droids playable?!?
April 12, 2010, 05:49:01 AM
you have no idea what i mean, right?

i attach staticmeshes to the bones of the arms. also to the bones of the fingers. i have made staticmeshes for most of the bones and it works already.
ill post screenshots later.
.."get owned", ha.. :P
#34
Modeling / Re: Kashyyyk Beast?!?!
April 11, 2010, 03:19:50 AM
i've already experimented with it a while ago. problem was that there is no aicontroller for it. i guess i took the geodronecontroller for it and it worked though the collision and meleerange etc needed to be fixed.
#35
Projects / Re: Droids playable?!?
April 11, 2010, 03:15:07 AM
Quote from: "Neviklink"the one issue with your mod is the droid arms are not going to have moving hands and such right?

negative. i found a way to attach staticmeshes to bones. that means the animations are still the same. and its already working for a couple of weapons( anitarmor,atteturret,beam,conc,dc17m,eweb and some more).
#36
sounds weird. a while ago i had also problem to see the properties.
select your pawn and press f4. that may work.
#37
Projects / Re: Droids playable?!?
April 05, 2010, 03:24:48 AM
im working on a mod with pfwskip where you can play as a droid.

in singleplayer you will have a droidsquad.



and in multiplayer there will be clonetroopers and battledroids.
that includes a new voicechat and of course hudarms for the droids which are also already working.

im not sure when we're finished.

btw changing skeletalmesh is not enough. you have to change also the ragdolloverride of the mppawn.
#38
Properties Editing / Re: Trando Campaign
April 01, 2010, 04:32:12 PM
you want to take a trandohudarmsmesh and make it look like a turretanimation right?

link the trandohudarms(i'd take dc15s) up with the animationset of a turret.take an invisible texture and put it in the animationbrowser instead of the texture of the weapon.

now you got hands with correct animations but the turret itself is missing.

make an emitter(make a subclass of emitter in actorbrowser) of the object you want to attach to the animation. give it a staticmesh ( in your case mesh as turrets are meshes) and set its drawtype to dt_mesh or dt_staticmesh(depending on whether you want to attach a staticmesh or mesh). then go to the animationbrowser. select an animation where you want the object to appear. because your turret should be there at the beginning we attach it early at the first animation of the turret you see. thats the animation "load". select it.
go to notify(its at the right side of the browser).
add a notify and make it animnotify_effect.
select a notifyframe which sets the time when the object appears. as i said it should be quite early as you dont want to attach the object in the middle of the animation. take 0.0001 or something like that.
as effectclass you should use the emitter you have made.
set attach to true.
select a bone where you want your object to appear. (weaponattach_r for example. you'll got to test which bone fits best.)

thats the short-form. sorry its not a really good explanation. i wanted to make a tutorial with pictures etc for it and its half finished but im quite busy atm, srry. btw with that way i've made droid hud arms.
#39
Properties Editing / Re: Trando Campaign
April 01, 2010, 09:49:05 AM
[quote="neviklink"i am going to see if VI can make trando arms for the turrets[/quote]

i did not promise anything  ;)
but i guess i'll try to do it. the turret itself would have no animation but only the trandoarms.
good luck with your project.
#40
Star Wars Republic Commando Chat / Re: MEGA MODS 2
March 15, 2010, 06:18:38 AM
good job as always. would love to see those in action.
#41
Properties Editing / Re: Battle Droid in Multiplayer
March 04, 2010, 04:52:14 AM
skip from pfwclan and me are working on a battledroid vs clonetrooper mod. here is a vid of us playing with changed playermodels //http://de.xfire.com/video/21b05f/.
should not be too hard. i've already made working droidhudarms.
#42
sure. the way i made it is a bit complicated and very unusual, so i'll need a while because my english is quite bad.
#43
Quote from: "darkvengence25"I think we should find people who know how to make new models and animations for Unreal Engine 2. If they can teach us to make models, animations, and textures, then we can probably make a RC mod. :O

well i dont think that anyone has imported animations properly yet. and it would be alot of more work than attaching static meshs like i did. so all you need to do is to make new static meshes. and its not that hard to make and import ase files.
#44
nice that you like it
Quote from: "darkvengence25"What software do you use to make the models and to texture them?
Quote from: "{CCP}VI"btw both weapon are modeled by fey from the pfw-clan.
i didnt model the weapon. im really bad at modeling.  i found out how to attach them to the animation. but i know that those weapons are made with blender. excellent job.

btw if you want to make new character models i'd suggest you use accessoires to change their form. its the easiest way. then you dont need to make new animations. if it is even possible to import animations.
#45
thank you.
Quote from: "frazscotland"i guess its you that also worked out the nu mp characters.
yep  :)
Quote from: "frazscotland"id like to see those mods out soon. 8-)
that could need a while. im working on a quite big mod with some other guys and im sure those weapons will be in that mod. but maybe ill make some multiplayermaps with those modweapons in between. would be a bit complicated cos you'd need to put at least an animation-file and a properties-file to the correct place.