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Re: WORLD WAR 2
Posted: 21 Aug 2011, 15:31
by ShadowRunner
I think I can help texture the Frommer pistol. I've got a TMP that needs texturing too and a rocket turret for Alvin.
If it's possible to get help and use Clyzm bits and pieces, we could attempt MP40, Luger and MG34 from that weapons pack.
A german grenade would be nice too.
Re: WORLD WAR 2
Posted: 21 Aug 2011, 17:00
by ~DJ~
ShadowRunner wrote:We're talking about tanks and planes not spaceships DJ...
I have yet to see any WW2 game with vehicles that move like spaceships and helicopters...
It not only showed a flying object but a tank as well. (With no model though haha)
Re: WORLD WAR 2
Posted: 21 Aug 2011, 18:20
by [FGS]Kalman
I can't open the Spanish tank's .max file in 3ds Max 9.
These german weapons are ok. All of them are low poly.
I can't download the german vehicle, because the file is deleted.
Re: WORLD WAR 2
Posted: 21 Aug 2011, 18:23
by ~DJ~
Always try Milkshape
File > Import > AutoDesk 3ds
About the file being deleted, there's lots and lots of models available freely on the internet, don't get upset when you fail to get from one location, keep trying. :P
Although I don't recommend taking from internets (since you'll have to ask/take permissions/copyright issues), rather check out some simple tutorials and get started making models.
Re: WORLD WAR 2
Posted: 21 Aug 2011, 18:31
by [FGS]Kalman
How can I import ASCII Export files into Milkshape?
Re: WORLD WAR 2
Posted: 21 Aug 2011, 18:42
by ~DJ~
Re: WORLD WAR 2
Posted: 21 Aug 2011, 19:07
by [FGS]Kalman
Ty
I've got some problems:
1. I can't get out from the vehicle
2. I can't set anything as VehicleInventory
3. I can't change the player's collisionheight and collisionradius
4. There's a small area between the wheels and the ground
Re: WORLD WAR 2
Posted: 21 Aug 2011, 19:40
by ~DJ~
I'm afraid I'm going to answer you very slowly, but I'll try helping as much as I can at this moment.
About the collision. Make sure you don't access it like this:
Rather, there's native commands and proper ways to do this:
Try this:
Code: Select all
Player.SetCollisionSize(NewRadius, NewHeight);
Example..
EDIT: Oh, read your script. I was just assuming stuff, don't mind me. I'll take a look.

Re: WORLD WAR 2
Posted: 21 Aug 2011, 19:47
by [FGS]Kalman
Check my previous attachment. There's Player.SetCollisionSize(VehicleLength,VehicleHeight)
Re: WORLD WAR 2
Posted: 21 Aug 2011, 19:48
by ~DJ~
Yeah, sorry, Just checking the script now. I'll probably try compiling as well.
EDIT: Why is the function GetIN on auto state pickup?
I dint knew we could pickup pawn lol.
Why not just a normal function frob redirecting to GetIn();
Re: WORLD WAR 2
Posted: 21 Aug 2011, 19:55
by [FGS]Kalman
Lol
The parent class was DeusExPickup fisrt, then I changed it to Pawn.
Re: WORLD WAR 2
Posted: 21 Aug 2011, 20:01
by ~DJ~
So that's not the issue then you're saying?
Re: WORLD WAR 2
Posted: 22 Aug 2011, 04:13
by ShadowRunner
I could make very nice textures for these ones,
http://www.katsbits.com/cgi-bin/ikonboa ... t=43;&#top
but would be very slow in blender, my first attempt, could be weeks.
Otherwise Daedalus did give permission for the Elephant mesh (BigTank1 or BigTank) to be used in Code Zero including multiplayer.
I'll search some more as well...
Re: WORLD WAR 2
Posted: 22 Aug 2011, 08:10
by [FGS]Kalman
I still having problems with importing ase into Milkshape. I tried to import into Blender too.
Re: WORLD WAR 2
Posted: 24 Aug 2011, 15:31
by [FGS]Kalman
Lol , all posts from yesterday is deleted. So I think I need to fix only the collisionradius, the inventory, and it's complete.