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Messages - HitmanVere

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Zombie Maps in Progress / Re: [BO1] Perish [WIP]
« on: February 13, 2018, 04:17:47 am »
If there is nothing to update, doesn't that make the map complete?

Maybe, maybe not 🤔 I just don't have anything to add onto the topic right now

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Zombie Maps in Progress / Re: [BO1] Perish [WIP]
« on: February 11, 2018, 05:26:17 am »
99.95%?????, I like how HitmanVere thinks :troll: ;D

Could change it to 99.99% :troll: Anywhos, no updates atm cos there is nothing to update /shrug

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Zombie Maps in Progress / Re: [BO1] Perish [WIP]
« on: February 01, 2018, 03:20:42 am »
Will the main Easter Egg be mandatory like to unlock PaP in Shadows of Evil or will we be able to play normally?

Not spoiling anything :troll: But you can always play normally

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Help Desk / Re: Stretched Model Textures Ingame
« on: January 30, 2018, 06:11:37 am »
Thanks man! it worked! Torille, tarjoan kaljat. Solved.

Make sure the beer is gluten-free :P

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Help Desk / Re: Stretched Model Textures Ingame
« on: January 29, 2018, 04:25:55 am »
Well, Radiant only shows the colmap for models so it has to be material settings itself and/or it is with your map's lighting setup, as seen with colors on the model on the left. Try creating textures for the rest of the slots, like normal map, spec map etc.

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Zombie Maps in Progress / Re: [BO1] Perish [WIP]
« on: January 19, 2018, 07:18:36 am »
Omg this looks soooo good  :rainbow: the 99.9% is killing me, i just hope i can play this without lag as stock bo1 maps only run at about 25-30fps on my terrible pc  :'( ;D

I think it will run same as stock maps for you then. Map is optimized and all, but if you get those FPS's in stock maps, then don't wonder, if you get same results here

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Modding / Re: Help with UV mapping a simple model
« on: January 14, 2018, 10:50:26 am »
Radiant's thingy does not like patch UV's, they are always flipped. For brushes they work perfectly fine so if you don't want to end up fixing UV's, make the stuff out of brushes and then just delete the unneeded faces in Maya

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Scripting / Re: Alchemical Antithesis Perk Script
« on: January 14, 2018, 08:39:28 am »
First: You have no wait/break inside the while loop so it probably breaks at start of the game, meaning it never works
Second: This wont't work:
Code: [Select]
			weapon = self GetCurrentWeapon();
if(weapon != "tesla_gun_zm" && weapon != "tesla_gun_upgraded_zm" )
if(weapon != "sniper_explosive_zm" && weapon != "sniper_explosive_upgraded_zm" )
if(weapon != "humangun_zm" && weapon != "humangun_upgraded_zm" )
Add the weapon checks in one line, but if you want to do multiple, you need to do extra brackets. But right now that won't work

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Zombie Maps in Progress / Re: [BO1] Perish [WIP]
« on: January 14, 2018, 08:34:57 am »
Would you please share it here? If you do this, people can download it more easily.

¯\_(ツ)_/¯

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Help Desk / Re: Custom weapons not showing in the box
« on: January 11, 2018, 02:24:27 pm »
Try adding true in dlc3_code.gsc for non-upgraded, I somewhat remember that being issue at least for me back in WaW when I made maps there. Like this:
Code: [Select]
include_weapon( "xr2", true );

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Zombie Maps in Progress / Re: [BO1] Perish [WIP]
« on: January 07, 2018, 11:13:16 am »
Well,can you share it, please?

The Radiant? It is getting released this month

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Zombie Maps in Progress / Re: [BO1] Perish [WIP]
« on: January 01, 2018, 12:18:13 pm »
I forgot to ask ::), what exactly or approximately will be the size of the whole mod?

About 1.1 gigabytes, not much

Uh,what magic?Maya?

Double Post Merge: December 30, 2017, 02:08:42 am
Uh,what magic?Maya?

Double Post Merge: December 30, 2017, 05:07:52 am

HitmanVere,
Well.COD7 MOD Tools Alpha doesn't have RADIANT (Map Maker).Uh,how do you make maps?Do you have RADIANT?I do not have RADIANT.

It is WaW Radiant ported to BO1 simply put by SE2Dev and Nukem

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Zombie Maps in Progress / Re: [BO1] Perish [WIP]
« on: December 14, 2017, 04:30:32 am »

🤔

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What kind of perk shaders/icons will you use for Perish? Black Ops 3 Der Eisendrache or your custom perk icons/shaders entirely?? Also 5 nit-picky things you should add to Perish that you may wanna consider  ;)

1. Breaks at the end of rounds
2. Colored text when you walk up to a certain perk. Ex "Press and Hold F to buy Double Tap 2.0"
3. When you knife, the character makes a grunt noise, a little extra detail :3
4. Specifically for Double Tap 2.0, when you walk up to the perk can it specifically say "Press and Hold F to buy Double Tap 2.0" instead of "Press and Hold F to buy Double Tap"?
5. Inspecting your weapon like in Modern Warfare Remastered  :cute: <3

Sorry if thats asking for too much I just really admire your work and im so excited for when Perish is officially released!!  :) :rainbow: :rainbow:

SoE icons (if I don't change them last minute), I like them way more than default BO3 ones.
1. I don't know, don't feel like it is needed
2. Feels dodgy, don't like that idea
3. Already added
4. Maybe
5. That is there already for melee weapons, making anims for the rest of the guns, nah fam

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Map Releases / Re: [RELEASE] Greenhouse Survive & Defuse | Realism Mod 3.0
« on: November 12, 2017, 03:41:18 pm »
Smashing :gusta:

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