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Thread: Wolf: MP

  1. #81

    Re: Wolf: MP

    Great work done so far. I hope you will be able to get it all done.
    Last edited by JereManU; 31st Mar 2012 at 05:32.

  2. #82
    Wolf:MP BackSnip3's Avatar
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    Re: Wolf: MP

    soldier_limbo.jpgetqw 2012-04-01 18-37-47-08.jpgetqw 2012-04-01 18-41-24-89.jpg

    New panties and boots texture, now with normalmap!
    Quote Originally Posted by tomv8 View Post
    omg u genius ty
    Box is pretty - Margus

  3. #83
    Totally mostly useless light_sh4v0r's Avatar
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    Re: Wolf: MP

    Looking good guys
    We urgently require psi-tapirs!

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    -eitsch0r

  4. #84
    Wolf:MP BackSnip3's Avatar
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    Re: Wolf: MP

    Thanks light_sh4v0r!
    Don't have much free time coming this week-end, probably no or only minor update post then.
    But Pegazus got back online a few days ago, might see a few mapping news in the coming weeks.

    Still need a coder though.
    Quote Originally Posted by tomv8 View Post
    omg u genius ty
    Box is pretty - Margus

  5. #85

    Re: Wolf: MP

    Quote Originally Posted by BackSnip3 View Post
    Thanks light_sh4v0r!
    Don't have much free time coming this week-end, probably no or only minor update post then.
    But Pegazus got back online a few days ago, might see a few mapping news in the coming weeks.

    Still need a coder though.
    why dont u ask chris to help u with the mapping stuff?
    cAMPAIGN TO SAVE BRINK: BRINK free and pay DLCs (And on next DLC include the SDK)

  6. #86
    Totally mostly useless light_sh4v0r's Avatar
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    Re: Wolf: MP

    Because he needs a coder
    We urgently require psi-tapirs!

    illuminated hairremover
    -eitsch0r

  7. #87

    Re: Wolf: MP

    Hei!

    Glad to see that so many people are showing interest towards the project.
    Hopefully I will have some great photos for you guys by the end of the weekend.

    Happy Holidays!
    Project: Wolf Records
    S&M Mapping - S&M Mapping

    Wolf: MP - Blog Of The Next Wolfenstein: Multiplayer

  8. #88

    Re: Wolf: MP

    Quote Originally Posted by sanDIOkan View Post
    why dont u ask chris to help u with the mapping stuff?
    Quote Originally Posted by light_sh4v0r View Post
    Because he needs a coder
    And also because I'm already helping

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  9. #89
    Headshot to the knee Ashog's Avatar
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    Re: Wolf: MP

    Aah that explains why Chris is not making any map updates.
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  10. #90

    Re: Wolf: MP

    Would love to see a HD screenshot of some Wolf models 0:-)

  11. #91
    Tapir Daddy -SSF-Sage's Avatar
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    Re: Wolf: MP

    My current status in this mod is that am trying to rework and finish my old T-34 for it. Rumours has it that it might be once driveable by players. We'll see how that will go.
    The m4st3r of making c0nfus1ng p0sts!

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  12. #92

    Re: Wolf: MP

    ha!
    i tried the same with my old t34 - just for a test -
    i rigged it and named it as the titan...
    but i still got the titan ingame -
    i m too lazy to search how to run it....
    maybe you got more success

  13. #93
    Wolf:MP BackSnip3's Avatar
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    Re: Wolf: MP

    @Ischbinz: md5version 11 have priority, that might be the problem, just change from 10 to 11 on the first line of the .md5mesh. It might work. Cya
    Quote Originally Posted by tomv8 View Post
    omg u genius ty
    Box is pretty - Margus

  14. #94

    Re: Wolf: MP

    i don t think that this is the problem - maybe i forgot something, the pk3 i rly tiny
    http://www.ischbinz.de/splashdamage/...ntot34A001.pk4

  15. #95

    Re: Wolf: MP

    Quote Originally Posted by ischbinz View Post
    i don t think that this is the problem - maybe i forgot something, the pk3 i rly tiny
    http://www.ischbinz.de/splashdamage/...ntot34A001.pk4
    Have you created an unpure server? this may sound ridiculous, but maybe it's the problem.

    Also, isn't it supposed to be a md5binary?

    generated/md5binary/models/vehicles/edf_titan/titan_mk2.md5b

    generated\modelb\models\vehicles\edf_titan\parts\b arrel.modelb
    generated\modelb\models\vehicles\edf_titan\parts\g un.modelb
    generated\modelb\models\vehicles\edf_titan\parts\h ull.modelb
    generated\modelb\models\vehicles\edf_titan\parts\t urret.modelb
    Last edited by FFSturm; 10th Apr 2012 at 12:21.

  16. #96

    Re: Wolf: MP

    Thats just the 'compressed' version or so.

    I've had vehicles working with just md5mesh thingy.



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  17. #97

    Re: Wolf: MP

    Ah, so it still works like in older id tech 4 games... interesting. Very interesting.

    Btw, is it possible to convert brushwork into a 'X' format model and apply it a megatexture? Just out of curiosity.
    I saw that in Radar map xD

  18. #98

    Re: Wolf: MP

    Quote Originally Posted by FFSturm View Post
    Btw, is it possible to convert brushwork into a 'X' format model and apply it a megatexture? Just out of curiosity.
    I saw that in Radar map xD
    You can yeah, can either export from brushwork to .ase using q3map2 or import the brushwork to ET:QW and use editworld's own model exporter which can export to .ase .obj and .lwo.

    We did this to form the basis of the Radar mesh. I left all the terrain work to Dug on Radar, I hate megatexture creation.

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  19. #99

    Re: Wolf: MP

    yai long time ago i did a gmc truck for et:qw - worked fine - just the cockpit was not working...
    i wanted to teplce the titan with a t34 - but hm i didn t see any error msg in console or something else - weird weird

  20. #100

    Re: Wolf: MP

    Maybe due to replacing it rather than making it totally new.

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