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  00:07:58  9 May 2011
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SetaKat
Ex modder, Zones only ferret and will someday release a game
(Resident)

 

 
On forum: 02/20/2010
Messages: 6342

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If it was an Kar 98k an offset scope would be OK.
Was sometimes done so the shooter could still use Stripper clips.
Was also done on the Sniper version of the Garand.
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I'll look at trying to offset the scope so it doesn't end up with the hand and stripper clip clipping through the scope


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Is that the Mosin we use in TFW? If so, then I got to have this one too! Especially if you could make the model to allow scope as an attachment.
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Well, the scope is attached to the wpn_scope bone, and that is the bone that controls the scope. Set the scope_status to 1 or 2 (and if a scope is attached when set to 2), and it displays whatever is attached to wpn_scope. Set to 0, and it hides whatever is attached to wpn_scope. If it is Gosuke's Mosin, then It'll fit in TFW.


---QUOTATION---
Btw, I tried to make the script for removing weapons from slot to backpack. It's not as easy as I expected. :/ The thing is the weapon has to be replicated and CS somehow doesn't allow weapon replication using the packet as SoC did. I'm still working on it.
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Well, the modder just wanted a way to prevent the player from using a particular weapon if a certain suit wasn't worn. The script I originally wrote allowed them to equip it, but not lift it up and shoot it if they weren't wearing the required script, and he/she was happy with that. I'll just check to see if they want the weapon to be fully unequipped.
  12:27:04  9 May 2011
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smoq2
Forklift operator
(Resident)

 

 
On forum: 09/08/2008
Messages: 2433
What about the hud? Doesn't it need a separate model?
  13:04:30  9 May 2011
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SetaKat
Ex modder, Zones only ferret and will someday release a game
(Resident)

 

 
On forum: 02/20/2010
Messages: 6342
This is the hud model I'm working on right now. Just have to solve an export error with the SDK first so I can get it ingame.
So yeah, new hud and world visual models will be needed, but its a simple matter of 'replace the existing meshes'.
In other news, I've decided to skew the scope to the left, so its slightly offset. This way the reload animation shouldn't end up clipping through the scope.
  01:42:23  14 May 2011
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SetaKat
Ex modder, Zones only ferret and will someday release a game
(Resident)

 

 
On forum: 02/20/2010
Messages: 6342
Enlarging will require redoing the animations.
As for new mutants, there is a Werewolf floating around in the 'Winter of Death' mod (RUS) over in the CoP forums that replaces the Bloodsucker.
  03:38:57  14 May 2011
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x_Spartan_x
Whos got the Kokoretsi?
(Resident)

 

 
On forum: 07/07/2009
Messages: 1971

---QUOTATION---
Enlarging will require redoing the animations.
As for new mutants, there is a Werewolf floating around in the 'Winter of Death' mod (RUS) over in the CoP forums that replaces the Bloodsucker.
---END QUOTATION---



SICK!!!! im on it.

P.S. have any links for me
  03:56:26  14 May 2011
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SetaKat
Ex modder, Zones only ferret and will someday release a game
(Resident)

 

 
On forum: 02/20/2010
Messages: 6342
https://www.gsc-game.com/index.php?t=community&s=forums&s_game_type=xr3&thm_page=2&thm_id=4615&sec_id=18

I could upload the mesh + textures, since I have a copy of this lying around. Or you could grab the mod and see what other goodies are in it.

Also, check your mail.
  09:29:20  20 July 2011
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SetaKat
Ex modder, Zones only ferret and will someday release a game
(Resident)

 

 
On forum: 02/20/2010
Messages: 6342
Shamelessly bumping up my own thread...
I'm doing a fair bit of 3d modeling and design this semester, as one of my papers is all about that, so I've been inspired to come back and work again on this. I've managed to solve my exporting issues with the SDK, and have gotten a working model ingame. Instead of the proper Mosin scope, I've mounted a SUSAT onto it for now, so the reload animations doesn't clip through it.
If any modders are interested in trying it out, let me know, and I'll send the required files.

And for creating his abomination, time spent in the gulag will hopefully be short. *gets dragged away by several Red Army soldiers*
  13:41:12  21 July 2011
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SetaKat
Ex modder, Zones only ferret and will someday release a game
(Resident)

 

 
On forum: 02/20/2010
Messages: 6342
* walks back in and sticks up link
http://www.mediafire.com/?1x9bizo9sj5km5h

Note: this is just the files needed to enable the scope. You will still need the original Gosuke weapon mod containing the m1891. Place the 2 ogf files with in the gamedata/dynamics/weapons/m1891/ folder, with the other m1891 meshes, and overwrite the existing w_m1891.ltx file. If your one is modified, then you might want to merge my changes (mesh references and scope variables) into your modified w_m1891.ltx file.

It takes a SUSAT scope, since it would fit with little effort, I'll try and get a better scope for it, even if I have to make it myself. Its not the best, but its a start.

This is more of a proof of concept, and a basic modders resource.

Also, if anyone is wanting to use this in PreSky v0.4, you will need to merge the changes in the ltx into the existing ltx file.
  16:00:00  22 July 2011
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SetaKat
Ex modder, Zones only ferret and will someday release a game
(Resident)

 

 
On forum: 02/20/2010
Messages: 6342
What happens when I get bored at Midnight?

http://www.moddb.com/members/fluffy22/images/scoped-mosin-nagant-m1891#imagebox

PSO Scope version. May be the final version. Looks better than the SUSAT scope version. Scope is offset so that the bolt and stripper clip don't clip through the scope when reloading.
I know it doesnt fit, or seem proper, but compare it to a mod that adds in a XM8 or M134 or XM25 and it fits right in neatly.
  16:14:42  24 July 2011
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Vikingstalker
The Zones Blacksmith
(Resident)

 

 
On forum: 11/26/2009
Messages: 4569
Looks good
 
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