I first obtained the model in .OBJ format from this site: Models-resource.com then I simply used LightRay3D.
When I find models in more modern formats I import it to Blender then export it as .OBJ
I first obtained the model in .OBJ format from this site: Models-resource.com then I simply used LightRay3D.
When I find models in more modern formats I import it to Blender then export it as .OBJ
Thank you. :)
I hope this is the begining of Wolfenstein 2009 modding.
Are these models upgraded weapons similar to the pack-a-punched weapons in call of duty?
I presume these are still forced to fire at the same time instead of firing one after the other like in other games. That probably would need some very advanced coding.
Could you provide a link for the Original STALKER 2 remake project?
Computer at the repair shop again. Was working on the Beretta's texture using HD photos.
The game will not continue untill you kill the pre-set ammount of enemy NPCs. Sometimes they will instantly become aware of you and stay still in the aiming position behind cover. You have to provoke them into attacking you by flushing them out with grenades.
Or find a way to disable the max distance so you can move away from your objective.
Still overall bad scripting that bogs the gameplay.
Is this for Allied Assault or the expansions?
Hello guys. I had an alternate viewmodel where the sights would be alligned but the weapon's recoil animation made the model phase through your screen.
I tried to edit the recoil animations but it didn't work so the only solution would be the weapon also using the 'idle' animation when firing it (making it static when you fire).
If you prefer the 'ironsights mode' viewmodel and wait for a fix of the recoil then please notify me by responding to this comment.
If you think the current viewmodel is just fine then there is no need to respond to this comment.
Is it able to render the foliage without afecting the frame rate too much?
Thank you very much. I tried googling but it didn't show up in the results.
X-Ray engine looking more like the latest Unreal engine with each passing mod.
It seems that ModDB's video player doesn't support MP4 videos.
The file has already been changed to AVI format, now just need to wait.
*Edit: The video plays now.
Hello anna3d. The tool I used to extract the models was NinjaRipper 1.7.1. with the wraper settings in 'Intruder inject'.
I then imported the models to Blender using plugins and then exported the model in .OBJ format so I could use other 3d editing software on the model.
Ninja Ripper 1.7.1 is capable of extracting models and textures from any game that uses the F.E.A.R. engine.
I see you are having dificulty seperating the different parts in the model. Some of the pistols have invisible sections.
A very hard part of the process of porting new high-def models into MOHAA.
There is no clear way of doing it. It depends on the user figuring out a proper way of cutting the model.
I myself can't do it the first times and have to switch between selecting the correct vertexes and faces.
I've considered adding the flamethrower but it would require to change all the files in the mod to properly code it in. Maybe in Update 4 I'll add the Flamethrower.
Update 2 uploaded:
Indiedb.com
I don't have 3ds max. I'll wait for a version that converts regular 3ds or obj. Or someone that creates an actual modeling tool specific for Chaser.
I just tried the link I have posted and was able to download it without problems. But I'll still upload it later when I have te time.
NPCs can only use stock animations. In the case of the G43 the NPC will use the M1 Garand reload animation.
Hey, I'm trying to export models from the first call of duty. Can anyone explain me how to do it?
Hey, only now saw your comment.
Yeah, The real size of this thing also caught me by surprise. Had some dificulty resizing it since it had to share the P38's animations to work properly in-game.
The multiplayer skin 'Allied_SAS' is missing it's textures.
Hey there, the level 'The Ruins' seems to crash mid way for no aparent reason.
Most gloss mods in MOHAA look bad because it's evenly applied in all of the texture, making it look like a mirror instead of metal.
Here the metal has different stains that either glow more or less when the reflection passes over them. Also it reflects more on the parts that are more worn and less where it has rust or is a more hidden part.
Also the metal has a blue tone to it, so I also applied a blue tone to the reflection and an orange tone for the wood reflection. Appliying a simple white reflection effect also contributed to other gloss mods not looking great.
If you use the correct shader effects and apply the reflection in the correct places of the texture you could make an optical illusion that the texture is using bump-mapping.
The quality of the this video is not enough to show it properly but you can see it more in the little screw that is to the left side of the bolt assembly and in the wood.
Nice glove textures.
The level where you open the gas valves you could give the soldiers the gas mask and make them and the scientist not die when the gas leaks.
It is a heavily scripted event and you can find it in the map's respective .scr file.
Soares93
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