Now wait a second, look what I found, I may try this one tonightJimmyCognitti wrote: ↑Tue Nov 08, 2022 5:14 amDo you happen to have a screenshot of it? Just to see what it looks like in-game.
Dwarf Models?
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Re: Dwarf Models?
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Re: Dwarf Models?
Okay, I have working, armed Orks! Thanks for your help. One step closer to my first MH map.
Out of curiosity, what texture set are you using in in those pics? I found a similar jpg on my hard drive and have no idea where it came from.
Out of curiosity, what texture set are you using in in those pics? I found a similar jpg on my hard drive and have no idea where it came from.
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Re: Dwarf Models?
They are from the EnAlBladeDEMO texture package - in the pics used in a (LOL) map QuadCity - a vast series of 'quads' linked by passageways.
I find that I wasn't completely accurate when I said that there were no animation issues with the Botpack Soldier (or, indeed, with the Commando) when using the SBHumanefixes. The parent class Skaarj calls a 'Swim' animation and this gives rise to the following log warning
Code: Select all
(Function UnrealShare.Skaarj.TweenToSwimming:0029) TweenAnim: Sequence 'Swim' not found in Mesh 'Commando'
Code: Select all
function TweenToSwimming(float tweentime)
{
if ( (AnimSequence != 'Swim') || !bAnimLoop )
TweenAnim('Swim', tweentime);
}
A lot of models don't have a specific 'Swim' animation - instead they have the 'SwimSm' and 'SwimLg' animations so the issue is not limited to the Commando/Soldier meshes.
Of course if you don't have water or any other medium in which the swimming functions would be called in your map then the issue will not arise.
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Re: Dwarf Models?
And I completely agree. But I don't care. This is a very funny model to play against with.JimmyCognitti wrote: ↑Wed Nov 09, 2022 3:24 amIt looks nothing like Gollum, it looks more like a random alien from a B-movie![]()

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Re: Dwarf Models?
Huh. I downloaded the map & utx. Very similar to mine. I downloaded my version as jpgs from some forum in 2002ish. Mine are much better - 1024x1024, and while I don't have many he uses in that texture pack, I have others that I love. Must be ripped from the same game or demo. I'll try to remember to send you the utx when this project is done.
That's actually really good to know. I hadn't planned on any of the orks swimming, so I'll probably forgo the coding, but now I know not to put them in that position.I find that I wasn't completely accurate when I said that there were no animation issues with the Botpack Soldier (or, indeed, with the Commando) when using the SBHumanefixes. The parent class Skaarj calls a 'Swim' animation and this gives rise to the following log warningThe swimming animations in both those meshes are 'SwimSm' and 'SwimLg'. So the following functionCode: Select all
(Function UnrealShare.Skaarj.TweenToSwimming:0029) TweenAnim: Sequence 'Swim' not found in Mesh 'Commando'
needs to be altered accordingly by replacing 'Swim' with one of the swimming animations that do exist in the Commando/Soldier mesh (altered by putting the amended function in the code of your subclass and compiling it). In practice, I don't think that error gives rise to any significant observable odd behaviour when a soldier/commando is swimming but altering the animation should get rid of the errors in the log.Code: Select all
function TweenToSwimming(float tweentime) { if ( (AnimSequence != 'Swim') || !bAnimLoop ) TweenAnim('Swim', tweentime); }
A lot of models don't have a specific 'Swim' animation - instead they have the 'SwimSm' and 'SwimLg' animations so the issue is not limited to the Commando/Soldier meshes.
Of course if you don't have water or any other medium in which the swimming functions would be called in your map then the issue will not arise.