hi everyone just to add to everyone's joy of wire parameters i'm having some trouble with them to. i was really hoping someone could help me out i've got a custom rig set up for a character with wire parameters, however i'm having some problems when it comes to animating the thing. i did a test run through of what i wanted…
Hello supremedalek925 import and reload are python commands which work with modules and packages. the way of addressing them is with the dot syntax: import customCharacterScript.customCharacterScriptreload( customCharacterScript.customCharacterScript ) where the first part is a package (a directory containing the modules…
If it's not to be gripped with a second hand, rails on the bottom would actually make a lot of sense. Ejection of spent cases is handled differently on the striker than it would be on a conventional automatic weapon. The rounds, obviously, are held in the rotary drum, much like a revolver, and the gun kicks out the…
It still works for me so in all likelihood it's some mistake on your part. Here's a few things you can try in case you haven't resolved the issue: a) check wether the path of the .pcf is right should be Steam\steamapps\common\dota 2 beta\dota\particles\units\heroes b) check wether you named your file correctly should be…
it looks nice but ps3 framerate is choppy and something about the graphics feel off IMO, probably the lighting. (What the hell is with indoor scenes in games having awful lighting unless it's a couple of strong lights?) :O Pretty fun stuff though, ran from the cops but they found me a bit later and opened up tommy gun fire…
Hey Chris, good to see you on here! The first thing I notice is the cylinder is really close(clipping?) through the top of the frame. Maybe add some space so it looks like the cylinder can rotate and pop out right :) Also, the action that pops the cylinder out to reload is all modeled as one piece on your gun. I recently…
The only parts from my model that have any compelling reason to keep as separate parts are as follows: magazine, front handle, trigger, fire selection/safety and a latch on the side that slides after reloading I believe. Everything in the below image then must become one LP mesh then if I am understanding you correctly.…
That's for the educational version though, fine for learning but i really need to for my work :/ Also photoshop does support layers as usual, it handles textures off of PSD files, it's just kind of complicated to use. I had an issue where the 2D and 3D painting desync resulting me in having to reboot photoshop to make it…
This is good progress, but I really think there's an opportunity to really flesh out how the lights appear. Like really ask yourself in what other ways could I display three light nodes on this gun? Could it be an ethereal fire? A jet of flame erupting from the gun? Or a foggy one? Does it have to be three LED like strips…
Got the lighting sorted out, just started a new level then reloaded the saved one and then the changes were updated :) Made a custom collision mesh from seperate boxes all labelled with the correct prefix according to unreal forums within max, now the level won't play, player starts can't be layed down but the mesh does…