Hehe, well - since I dont use any special magic in the SDK I thought I'd
just keep it simple and ask if anyone else noticed and fixed the problem
;)
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED]] On Behalf Of Philip
(Fiber)
Sent: den 4 maj 2002 13:08
To: [EMAIL
Well, if my memory serves me (sometimes it becomes a lazy slob) the
hitboxes are automatically generated when the .mdl is compiled through
the bones, however, you can also set up your own hitboxes in the qc
file.
The file Modelling for Half-Life (or something to that effect) has more
information
http://home.attbi.com/~inbeastic/images/airplane2.jpg
Ok, this may just be me, but why is he holding an MP5A5 (with what looks
like an underslung M203) when the hud icon shows an MP5K?
(sorry..I'm a slight gun nut...)
If you look really closely, it is the MP5K (as shown on the HUD)
This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
I am trying to write an inventory with a semi transparent image in the
background that shows the black for completely transparent. So far,
though, I have been unsuccessful (with the background). The
I am trying to write an inventory with a semi transparent image in the
background that shows the black for completely transparent. So far,
though, I have been unsuccessful (with the background). The idea is to
make it blend in with the rest of the semi-transparent hud. How do I do
that?
A
In Photoshop, you have to create a new channel. This will then be the alpha
channel. Just paint into it in grayscale. White will be completely opaque,
black completely transparent.
Works fine for me. But it seems like HL scales the images down to 256 colors
before displaying them, just like
This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
hi
i want to delete animations of player. i've deleted the lines of code that changes the
pev-sequence to another value that 0, but it doesnt really work, the game return an
error each time a move
Wouldn't you want to edit the player model's QC file after you decompile
it?
You have to remove the sequence out of the QC script file so it doesn't
get put into the model on compile.
-Cale 'Mazor'
Co-Leader/Programmer
Nuke! Hodification
http://nuke.valvepit.com
[EMAIL PROTECTED]
-Original
d'oh!
so it is...
it's not that I've not played HL before BS...it's just I've not played it
recently...
but, my case still stands...that's the wrong gun ;o)
CaptFarrell
ICQ : available on request
That's it - screw CNN, from now on - I'm going to rely on Porn sites,
for news -=[Clawz]=-
Huh? You want to delete animations?!?
I believe most of the references to pev-sequence are done through a
LookupSequence or LookupActivity function call, which means it looks for
the ACT_... verb and not the index of the animation itself. Therefore,
by modifying the .qc file and recompiling the
10 matches
Mail list logo