Search found 116 matches

by creekmonkey
Wed Sep 24, 2008 9:24 pm
Forum: Level Design & Entity Usage
Topic: FarClipPlane
Replies: 0
Views: 2340

FarClipPlane

I have a level that uses both outdoor and indoor (underground) areas. The underground area is fairly large and I need the FarClipPlane for that area, but not for the outdoor area. Is there anyway to only use the farClipPlane in the underground area and not in the outdoor area. Or can it be turned of...
by creekmonkey
Wed Sep 24, 2008 9:05 pm
Forum: Modelers Corner
Topic: My first attempt at modeling weapons
Replies: 7
Views: 549

Re: My first attempt at modeling weapons

When searching google for pictures of the M16 and the M4 I found that as fas a appearence is concerned they ar almost identicle.
by creekmonkey
Wed Sep 24, 2008 1:28 pm
Forum: Modelers Corner
Topic: My first attempt at modeling weapons
Replies: 7
Views: 549

Re: My first attempt at modeling weapons

Well the model I looked at called an M16, since I know nothing about military weapons I assumed they were correct. So M4 it is LOL. The extra poly's were accident, and when I tried removing them it made holes in my model. so I left them with plans to remake parts of the model at a later time. The M1...
by creekmonkey
Wed Sep 24, 2008 3:53 am
Forum: Modelers Corner
Topic: My first attempt at modeling weapons
Replies: 7
Views: 549

Re: My first attempt at modeling weapons

Here ya go.
m16.jpg
(45.78 KiB) Downloaded 30 times
by creekmonkey
Tue Sep 23, 2008 10:44 pm
Forum: Modelers Corner
Topic: My first attempt at modeling weapons
Replies: 7
Views: 549

My first attempt at modeling weapons

This is my first attempt at realistic looking weapon modeling. I created an M16 and an M10 mini. These are my own creations, altho I did look at other models to see how the weapons actually looked. The models were created in Hexagon2 and Milkshape and textures with photoshop. http://hosted.filefront...
by creekmonkey
Sat Sep 06, 2008 8:16 pm
Forum: RF Scripting
Topic: Some Help?
Replies: 2
Views: 266

Re: Some Help?

Use GetEventState(char *Trigger ); to check if a trigger is activated, can be called in either Low or HighLevel order. PlaySound(char *Sound ); is a LowLevel command.


if(GetEventState("trigger_name"))
{
PlaySound(sound_name);
}
by creekmonkey
Sat Sep 06, 2008 4:42 am
Forum: RF Scripting
Topic: Making The Player Talk.
Replies: 10
Views: 3301

Re: Making The Player Talk.

Couldnt you use just one pawn and different orders for each sound you want played, depending on which trigger is activated? Or possibly even different if statements in the same order?
by creekmonkey
Fri Sep 05, 2008 8:53 pm
Forum: Level Design & Entity Usage
Topic: My Buggy Level :D
Replies: 18
Views: 1576

Re: My Buggy Level :D

yes in my game the player has to accelerate and brake the vehicle using keys. im sure it could be done with scripting, try setting a varriable to store number of enimies, set the speed in your script, if(# of enimes > 0) { speed = whatever; } else { speed = 0; } to turn or periodically stop vehicle ...
by creekmonkey
Fri Sep 05, 2008 7:22 pm
Forum: Level Design & Entity Usage
Topic: My Buggy Level :D
Replies: 18
Views: 1576

Re: My Buggy Level :D

here is a short video of my vehicle. you can see if it might be helpful.

http://www.youtube.com/watch?v=dY3QMfh0goE
by creekmonkey
Fri Sep 05, 2008 2:22 am
Forum: Level Design & Entity Usage
Topic: My Buggy Level :D
Replies: 18
Views: 1576

Re: My Buggy Level :D

I used somethimg similar to this for a vehicle that ran on a track. It may not be exact i dont have the script in front of me SD [speed] ACC [acceleration] BRK [brakespeed] move_buggy[() //LowLevel { self.ThinkTime=0; CD=self.current_yaw; if(IsKeyDown(46)) //accelerate { if(SD <0) { SD=SD+ACC; walkm...
by creekmonkey
Fri Sep 05, 2008 12:57 am
Forum: Level Design & Entity Usage
Topic: My Buggy Level :D
Replies: 18
Views: 1576

Re: My Buggy Level :D

metal_head im not sure what you want, but if you need your buggy to follow a path and turn at predifined points, I may be albe to help.
by creekmonkey
Fri Aug 22, 2008 3:13 pm
Forum: Level Design & Entity Usage
Topic: Cant open Level
Replies: 5
Views: 232

Re: Cant open Level

No error at all. Just crashes and closes when I try to load the level.
by creekmonkey
Fri Aug 22, 2008 5:17 am
Forum: Level Design & Entity Usage
Topic: Cant open Level
Replies: 5
Views: 232

Re: Cant open Level

Well It appears the bsp and map files are still ok. My game starts with one level then goes to second level. I can open level one and compile and it plays and switches levels ok. So I assume that the bsp and map files for level 2 are OK. Is there anyway I can rebuild the .3dt file from either of the...
by creekmonkey
Thu Aug 21, 2008 4:01 pm
Forum: Level Design & Entity Usage
Topic: Cant open Level
Replies: 5
Views: 232

Re: Cant open Level

Here is the hud.ini ; ; HUD.INI - Heads-Up Display Configuration File ; ; Lines that start with a SEMICOLON are comments, blank lines are ignored [compass] frame = hud\hud_compassfrm.bmp framealpha = hud\a_hud_compassfrm.bmp indicator = hud\hud_compass.bmp indicatoralpha = hud\a_hud_compass.bmp fram...
by creekmonkey
Thu Aug 21, 2008 4:51 am
Forum: Level Design & Entity Usage
Topic: Cant open Level
Replies: 5
Views: 232

Cant open Level

I have a level I been working on for quiet a while. I tried to open the level in rfedit and rf crashes. I had opened the level a few hours earlier and all was fine. My log file is included, notice the warning *WARNING* OpenRFFile: file open attempt failed on type '2', file 'media\video\media\video\s...