"HL2 was built more or less from scratch, but some older code was reused. Why? Because it works. No point in reinventing the wheel."
that is exactly my point.
valve purchased the quake 2.5 engine. this was their base from which hl/hl2 was born. there are too many similarities in the hl code and hl2 code for hl2 to have been a "ground up" build.
yes, cpp, spelling error.
"implemented the driveable heli code" is exactly what I said, not wrote the code. and everything else is an adaptation of existing code. the point being that it is coded by someone who has no training whatsoever in coding. to get freindly fire working in sp, should I...
here is a link to the strider mod code http://strider.hl2spain.com/ I took this and all references of quahelicopter to hueyhelicopter and changed a few other small things, but this was the base I used. its for mp, but if you put the ccp's in the sp folders ie hl2_hud as apposed to hl2_mp...
yeah, the "ROTATE -90" should sort it out, and it doesnt matter which 3d program you use. you sometimes get the same problem of rotation with vehicles and characters when you compile them, and in those cases, if you rotate your phymodel in the 3d program you use before you export it, it compiles...
max has a skinning function, just like xsi, where you can lift the weights off of a weighted model and copy the weights to another, unweighted model, that is of similar shape (even if the skeletons do not have the same amount of bones). every character model i've made, I've weighted like this...
valve character rig for max 101: pay attention, this is extremly difficult and complicated.
1: decompile any male mdl.
2: open max.
3: click import, and choose valve smd.
4: choose the male reference smd that you got when you decompiled.
5: choose to only import the skeleton...
crackhead, here is a link to a video tutorial about specular mapping in photoshop. its aimed at maya, but you'll get the idea
link: http://www.digitaltutors.com/digital_tutors/display_video_store.php?vid=585
its a problem with cannonfodders studio compiler, it needs to be recoded to work with the new sdk. this problem raised its head with the beta release, and if you removed the sdk beta, it would work. but now that its not beta, but released, we'll all have to wait for cannonfodder to recode his...
to change the crossbow bolt speed and the pistol rate of fire, you gonna have to code. those two files need to be edited where I showed you, then the mod must be compiled. its quite easy really.
"weapon_crossbow.cpp" @line "00031 #define BOLT_AIR_VELOCITY 2500" higher is faster
and "weapon_pistol.cpp" @line "00023 #define PISTOL_FASTEST_REFIRE_TIME 0.1f" lower is quicker.
the "" I put in, do not include them. both files are in hl2_dll folder in the src folder.
thats because youre not playing hl2, youre playing a hl2 mod. you got a lot of setting up to do before you can click and play. sigh, if only it was that easy.
there is a very good tutorial on all the work needed to get a mod to work and start like hl2, I've got it on disk, I'll dig it out...
here we go again. "The problem with it is that he rips a whole bunch of models and says he made them" list them please.
"FYI, you should be bitch slapped a couple of times." prepare for a slapping, bitch.
"How do you sleep at night?" very well, thanks for asking.