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Messages - [TKC] Aphex

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1
Vietcong 1 & 2 / Re: Game Server ?
« on: September 07, 2010, 03:05:36 pm »
I would love a great reliable server at some point, but depending on where you live, I don't think my ping would be nice hehe. A couple of mods will need servers soon, any would be useful for speading them about. If there was a server, I would still use it though yes, but it doesn't look like too many other would hehe

2
Vietcong 1 & 2 / Re: Paintball Mod - Now Community Mod - Need Members
« on: September 05, 2010, 03:42:18 pm »
For 10 Euros for each hours of work, i might look at it. Greets
As I mentioned.. experienced modders only, sorry.

3
Vietcong 1 & 2 / Paintball Mod - Now Community Mod - Need Members
« on: September 02, 2010, 12:58:36 am »
I have now figured out how to create fpv/3pv stg's, 3pv/fpv eqp's, manm's, for vc1, so that mean's I pretty much know how to be able to create a mod that will work pretty well now.
After these tedious days of importing and exporting for hours, I started to realize, to make this a great mod, I will need more than just myself, and will need a team!

So if you are interested in joining up with this paintball mod, we can finish it at a reasonable pace. I know what needs to be made, just need reference photos, models, sounds etc that other modders may be able to help me with. No n00b modders please :icon_teehee, you need to have a bit of info on one area or more of Vietcong modding ie; mapping, scripting... etc.  

Leave your contact, leave some links here to your work / screen-shots so we can see your style first! Or write me a message.

I'm not online heaps, so I'll need an active online project manager about too. Not much modding necessary, but keeping kids in order essential.

Positions: Sounds, Textures, Models, UVW, MANM, LOD, Scripts, Mapping, Characters, Weapons, Animation, Reference Collector, Game Tweaking/Hack (adding/improving), AI Scripting
Used Interests: 3dsmax, Motion Builder, Photoshop, Cinema4D, CBF Packing Tools, VC SDK

As the mod progresses, the team will learn how I create my mods, animations and most other techniques for Vietcong modding.

I think that this paintball mod will be fine for a group of modders to complete in a few weeks, depending on level creation progress and some other larger areas. Buzz me up, because I really want to play this game online again and have some classic fun in this engine again.  :icon_laugh

Full credit to all members will be placed into the custom credits scene with credits rolling. Any members can suggest new ideas for the mod, anything like that etc!

4
Vietcong 1 & 2 / Re: Vietcong texture hacking? bump maps / specular?
« on: September 01, 2010, 08:55:49 pm »
Thanks for having a peek into this for me mate. I've downloaded it and checked it out, but I'm doing something wrong, or I am not running a version compatible with that trainer? Tell me what I may have wrong. I'm using version 1.60. What exactly happens as well? I'm sure that question is answered when I have it working though

5
Vietcong 1 & 2 / Re: Grenade smoke
« on: August 11, 2010, 12:09:52 pm »
Look in the SDK or wait for me to send my botmod to ya. SDK explains how to get an AI to throw the smoke grenade. Its yellow smoke, ( can be changed ) and the textures do not work very well through them if they have alpha channels

VvH_Grenade_Smoke_stg is not an animation, its a .BES file: VvH_Grenade_Smoke_stg.bes

If you want to use it, I guess you could just replace the normal grenade in VC.

6
Vietcong 1 & 2 / Re: Hunting game?
« on: August 07, 2010, 10:07:08 am »
Just a small update with this on-the-side mod:

I have had a chat to Shigor, who has mentioned it would be possible for me to create a player buck/deer or animal. It will just take some time. Each animation will have to be scripted to prevent it using the original ones. This may take me some time, so most likely, this wont be updated for at least a couple of weeks again.

7
Vietcong 1 & 2 / Re: Paintball Mod?
« on: August 07, 2010, 10:02:11 am »
I don't mean to complain about anything, it looks good from everything you've shown, but regular gravity feed hoppers hold 200 rounds or paint and pods carry 50-100-140 per tube. In my experience though, a 140 round pod is the most common.

Just thought maybe some insight from a paintballer would be good?  :icon_teehee

Extremly useful thank you, and any more is more welcome. Does that mean you think I should have different sized pods on the characters? Maybe for different 'classes' I will have differrent weapons with different fire-rates and ammo. I was only going to use one gun for now, but they can be added if needed. In order to create successful textures, I am going to go down to the local paintball when I can, but any information in the meantime is very useful. Some game modes will be:

Skirmish, Team Skirmish, Kick the Bucket and Team Capture ( Don's paintball script )

UPDATE ON PAINTBALL MOD - no screens yet sorry
---------------

BOTS:

Bots will be available in the SP and MP of the paintball mod and they are currently working and in fine order! :D
Bots have random names
Bots have a random chat system that I have made, and similar to Quake III style

I have a mod compiled with bots and chatter ( they also throw a smoke grenade on flag capture, just like the SDK explains how to do ) that I can upload, but they only chat on flag capture, and it does crash because my scripting is sloppy at the moment. If someone wants to have a look, and can put up with a couple of random crashes here and there, PM me.

8
Vietcong 1 & 2 / Vietcong texture hacking? bump maps / specular?
« on: August 01, 2010, 09:01:22 pm »
A suggestion from another VC1 fan has asked the question if it would be possible to "hack" or alter some files to give VC1 a specular or bump-map look? Even the use of some light shaders like bloom or similar. Vietcong uses shaders, but I have not looked into them much, if they are in fact, anything at all.

9
Vietcong 1 & 2 / Re: Paintball Mod?
« on: August 01, 2010, 02:23:29 pm »
Just another update, created a skin for the default character, and will import it soon into the game.
Textures will still be made later on



10
Vietcong 1 & 2 / Re: Cheat 3 person
« on: August 01, 2010, 02:17:33 pm »
Thats awesome johnman! Coud you show how you did this or PM me with it, would love to use it for some other mods.

11
Vietcong 1 & 2 / Re: Cheat 3 person
« on: July 28, 2010, 12:56:58 pm »
This does not seem to hard to create, would it really be that simple? I would love this for the Hunting addon if I ever figure out the rest of that. Would it then be possible to create a key that you can press and configure <in the game options> to activate a hack like this? Or would you have to have an .exe or similar running in the background

3PV is already in the SP game correct? As GIFTFROMPTERODON->cht3pv. Why can't this value just be found and used in MP, apart from the fact its a cheat / debug.

12
Vietcong 1 & 2 / Re: 1st person spectator mode
« on: July 28, 2010, 12:36:08 pm »
hey there, I had an attempt at using a script to attatch the spec camera, but had no luck there. Also, could not find a way to attach it to the body. I will still look into it ( as I would like this too ) but on my end, I don't think I will figure this out.

13
Vietcong 1 & 2 / Re: Tools tools tools..
« on: July 25, 2010, 06:17:04 am »
Cannot export bones because the error "No Skeleton Object Found" which dissapears after you create a biped and then apply a Physique modifier to it. That's the only way I have figured out how to export bones with no errors. You can't just create bones and then export, there must be something else? Hidden window, I'm not too sure what you mean by the hidden window, what exactly does it contain if you remember? On my Paintball mod thread, you will notice that I have already successfully exported my own mesh ( character ) I know how to do that and assign vertices, yes, but my issue is wanting to create my own bone structure for custom things like an emu running about or something.
The main reason I am wanting this, which I possibly have not mentioned that well, is so I can make my animations in 3dsmax and then export them to .stg easily as I can use 3dsmax to animate well.

14
Vietcong 1 & 2 / Re: Tools tools tools..
« on: July 23, 2010, 07:02:24 pm »
Quote
gui
Instead of asking on a public forum, can't you just ask Jimmy?
Now he's probably gonna have people spamming his mailbox to ask for those.

Anyways, i don't see the point of trying to help and search files for you if you're not even checking your own topic; loosing my time here.
They have been mentioned on public forums previously. Google it.

I'm not always active as it's called having to work, having to change stinky baby nappies, and also no internet where I live ( not available here ), so if theres other complaints you would like to add about me and not my topics, do it elsewhere, I have no interest for arguments or complaints.

Those files are only the MANM animation files, compeltely useless. I need the files that created the Skeleton Object system, like a Biped system. If you dont know what I am talking about, it's most likely because they never released it to anyone. Unless they created all bone systems in HS, which I am doubting a lot.

You cannot import a character with a working skeleton system using the released Ptero tools. I'm pretty sure there were more plugins.

15
Vietcong 1 & 2 / Re: editor.exe - More dialogs
« on: July 23, 2010, 05:37:52 pm »
And I'm positive that there are more functions which I have found in the editor, game dll's and .exe's
If the login dialog can be accessed and then bypassed, the extra options and working menu's correctly will work. I don't know why no-one edited these files much earlier and tryed to access this information for further game modification or even cheats.
Not being rude, but I am talking new topics, not old, there are functions that no-one has enabled as they most likely couldn't. I was simply asking anyone here if they could hack it better as I don't hack .exe's and that. Didn't want to start up a 6 year old debate about the editor.

Get the "login" dialog to show, bypass it and enable the rest of the editor ( which will work correctly with no more errors. )
If you can do this, buzz me

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