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Counter-Strike Weapon Replacements "Sprite form"
#4 Posted 18 February 2012 - 06:29 PM
I couldn't find out how to access the CS:S sounds in GCFscape. maybe I just didn't look hard enough.
Also, I'm a noob at this so I'm not sure how to add more animations to these things. The weapons' animations aren't listed in the original code for the game, so I'm not sure what to do about that. They are using the code for the weapons they override (pistol, shotgun, chaingun, rpg), and most of those were already static looking.
I think the assault rifle looks the most static out of all of them.
Also, I'm a noob at this so I'm not sure how to add more animations to these things. The weapons' animations aren't listed in the original code for the game, so I'm not sure what to do about that. They are using the code for the weapons they override (pistol, shotgun, chaingun, rpg), and most of those were already static looking.
I think the assault rifle looks the most static out of all of them.
This post has been edited by scandalousrucksack: 18 February 2012 - 06:34 PM
#5 Posted 18 February 2012 - 07:01 PM
It's a neat start. I always liked the idea of trying to bring in CS weapons into Duke, ever since the NightStrike TC.
Once you get more into coding for eduke you can deal with the static weapon issue and add their own animations, too. That way, they'll really be set apart from the default weapon behavior. And if you really have the patience to take it that one extra step, you can put them in actual model form for use with polymer.
Once you get more into coding for eduke you can deal with the static weapon issue and add their own animations, too. That way, they'll really be set apart from the default weapon behavior. And if you really have the patience to take it that one extra step, you can put them in actual model form for use with polymer.
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