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Topics - MikeVLC

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1
Scripting / bad syntax error adding multiple fx
« on: October 21, 2015, 02:52:29 PM »
I get this error trying to add more than one fx

I followed a tutorial of Tombmx from another page, with this tutorial I added fully working one fx, the problem is when I tried to add three fx
main()
{
    ent = maps\_utility::createOneshotEffect( "ceniza_nuke" );
     ent.v[ "origin" ] = ( -126, 672, 816 );
     ent.v[ "angles" ] = ( 0, 0, 0 );
     ent.v[ "fxid" ] = "ceniza_nuke";
     ent.v[ "delay" ] = -15;
   
    ent = maps\_utility::createOneshotEffect( "farlos" );
     ent.v[ "origin" ] = ( -192, 146, 579 );
     ent.v[ "angles" ] = ( 90, 168.235, 153.435 );
     ent.v[ "fxid" ] = "farlos";
     ent.v[ "delay" ] = -15;
   
    ent = maps\_utility::createOneshotEffect( "varop" );
     ent.v[ "origin" ] = ( -691, 190, 638 );
     ent.v[ "angles" ] = ( 0, 0, 0 )
     ent.v[ "fxid" ] = "varop";
     ent.v[ "delay" ] = -15;
}


the line 18 is this
 ent.v[ "fxid" ] = "varop";

exactly the same than this line
     ent.v[ "fxid" ] = "ceniza_nuke";
this was the first fx I added and it worked fine, probably is an easy solution but I am not good in scripts and I improvised in the next two fxs, but I copied the structure of the first fx

2
Modding / Big Problem in Asset Manager
« on: June 09, 2015, 06:31:26 PM »
I was converting some textures of weapons in Asset Manager then I was checking in Tom BMX Xmodel Utils and I watched a very weird problem in a texture which I had never before seen. I tried to reconvert the texture and this message is shown

now I cant use asset manager, I tried with anothers .gdt but the same proble is shown.
Any solution or idea that is not to reinstall mod tools?

3
Modding / Problems with some textures
« on: May 26, 2015, 09:54:20 PM »
1. This is what happens with glass stock texture of WaW:

and this with a custom glass texture:

with stock texture there is no problem but with custom texture of glass exists this little problem. I dont know exactly what settings are the corrects in asset manager. I select Blend and the option to share xmodels textures to use in patches and brushes. In xmodels not look bad at all, but in patches and brushes the result is pretty f :'( cked.

2. In radiant:

ingame


3. And the last problem is this:
decal texture in a prefab (radiant)

ingame

ingame is not visible the chalk of the weapon, the texture is slightly separated of the xmodel for textures are not in contact.
Someone had any of these problems and found the solution?

4
using advanced patch editing options, I am trying to make something like this:

a mix of textures, base texture is concrete (custom texture) and the second texture mud or gravel (stock texture)
I made a copy of the patch with concrete texture and I pasted in the same place on the grid with the second texture, I press Y and I select Flatten and Alpha, but for some reason I only can make transparency on stock texture, is totally impossible to apply transparency to custom texture of concrete. Maybe I make some step wrong maybe texture needs some special adjust in asset manager for can apply transparency. Really I dont know what to do for solve this.

5
Animating / Modelling / Maya error
« on: April 03, 2015, 10:27:04 PM »
I attached a head zombie to his body and I overwrote the zombie body.ma but when I try to open the file of the body with the head attached maya crashes without message I can get this

No idea the reason of this, I had the same problems in some weapons .ma when I attached some accessories.

6
Modding / The F*cked mystery of the Spas-12
« on: March 30, 2015, 02:52:54 AM »
I added an attachment (supressor) to spas-12 BO1, and all was fine...

till I had the brilliant idea of take a look in third person

No problem, I thought. Just export again the world model with the supressor and all will be solved...  ;)

in third person everything is OK but

first view is broken.
Summarizing: I exported 3 or 4 times world model and view model and each time I fix one view for some f*cked reason the another view it blowns.
view model now

and world model

Some sage advice?


7
Modding / Laser in HoneyBadger is happy
« on: March 19, 2015, 07:49:30 PM »

Some easy way of fix this? or better I change the name of weapon for HornyBadger?

8
Scripting / Error script compilation Daiquiri Shot
« on: March 18, 2015, 06:58:53 PM »
Trying to reduce radius of laser I added these lines
Code: [Select]
deadshot()
{
while(1)
{
if(self hasperk("specialty_bulletaccuracy"))
self setClientDvar( "cg_laserForceOn", 1 );
self setClientDvar( "cg_laserRadius", 0.1 );
self setClientDvar( "cg_laserLightRadius", 0.4 );
else
self setClientDvar( "cg_laserForceOn", 0 );
wait .1;
}
}
And launching mod an error of scpript compilation is shown.
How can I recuced correctly the radius of laser in daiquiri shot?

9
Modding / Problem with decal texture of an xmodel and LOD
« on: March 18, 2015, 06:46:28 PM »
This texture of decal is not visible unless you are stuck to the xmodel



First I used highLODdist "0", then I tried with 1000 because theoretically this is the correct but the problem continues.
What would be the correct settings for this texture would be visible from medium distance?

10
Map W.I.P / NUK370WN
« on: August 31, 2014, 12:33:24 AM »
After to restart mapping 3 times due to several problems that could be summed up in that I am a little bit NOOB in map making  :D
First I want to get a map with the disposition of nuketown 2025 and then remove and add everything needed to make a map of zombies.
I want to respect the distribution map of nuketown 2025 but possibly have more playable areas and accesses than the original.




here is the most recent image of the map

and here if you want to compare


UPDATED 16/06/15















28/07

I added viewhands and player model of Misty with the fixes for model looks correctly (thanks to Shippuden and Tito).
I fixed a lot of errors in the map and I added practically the entire map and I corrected and adapted the 40 weapons that map has now but the list is not definitive because and I want some wonder weapon if it is possible, creators of the weapons are Rickoz, Rorke, Rollonmath, Gogeta and me)
weapon list now:
acr mw3
ak47 sil mw3 (double packa punch)
aug sil bo1
bal27 aw
commando sil bo1
fad mw3
galil sil bo1
m1927 bo2
m27 bo2
mk14 mw3
p90 mw3
scarh sil bo2
type95 reddot mw3
grimReaper bo1
m72_law bo1
hk21 bo1
rpk bo1
desert_eagle mw2
g18 mw2
mc96 bo2
python bo1
rnma bo2
spas12 mw2
spas sil bo1
striker mw3
mp11 aw
mp5 bo2
mp7 mw3
mp7 sil bo2
mp9 mw3
msmc sil bo2
pp90m1 mw3
ppsh waw
ump45 sil mw2
uzi bo2
vector sil bo2
cheytac sil mw2
msr mw3
ae4 aw
raygun_MKII bo2 (double pack a punch)










11
Modding / Radiant dies with this xmodel
« on: July 05, 2014, 05:40:14 PM »
I converted 4 or 5 times an exported xmodel of BO2 to COD5, and theres no way, when you select xmodel to use in radiant, radiant is totally blocked and only way to ends app is killing process on task manager.
In process of conversion in asset manager everything seemed correct, 1 time gave error but xmodel was converted, the most of times 0 errors in conversion and in Tom BMX xmodel utils you can see the xmodel and seems correct but crashes radiant



the only thing I thinked that could produce error is that this xmodel it has three textures normalmap and I dont have these textures, but I made it and I can convert in asset manager, but I know other person has converted the truck with the original textures and he neither can use in radiant.

12
Modding / Problem converting textures in Asset Manager
« on: July 04, 2014, 04:59:04 PM »

This error is shown when I try convert textures of an exported xmodel of BO2 (lime), after this error Asset Manager closes and the file "Lime_SuperGDT_BO2" automatically is 0 kb size (the original size of this file is 597 kb).
I can convert rest of textures but all is relationated with this .gdt file ends as this way.

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