
AMC TC general
#271 Posted 18 April 2014 - 10:59 PM
I heard that only once in my playthroughs so I kinda forgot about this.
Does it have to be 1H in-game time or Real Time ?
#272 Posted 18 April 2014 - 11:10 PM

#273 Posted 19 April 2014 - 07:07 AM

Damn that's a very clever trick !
Now I just got to get the two last achievements for killing 250,000 enemies and 200 with foot attacks :/
#274 Posted 19 April 2014 - 12:46 PM

#275 Posted 20 April 2014 - 07:00 AM
i will open a new topic later and post my work there
#276 Posted 20 April 2014 - 07:32 AM

#277 Posted 20 April 2014 - 09:30 AM
James, on 20 April 2014 - 07:32 AM, said:

i forgot that, but after 20min of work i made Geoffrey's pistol. and now working on Mikko's BFG
This post has been edited by Ivan Dragunov: 21 April 2014 - 06:44 AM
#278 Posted 21 April 2014 - 06:48 AM
btw, am i allowed to start a new topic to post my works, so i can see suggestions to improve my voxels
This post has been edited by Ivan Dragunov: 21 April 2014 - 10:23 AM
#279 Posted 21 April 2014 - 11:26 AM
Ivan Dragunov, on 21 April 2014 - 06:48 AM, said:
btw, am i allowed to start a new topic to post my works, so i can see suggestions to improve my voxels
You're more than welcome to, if it's just for AMC TC voxels than post it in the AMC TC general but if you want to make voxels for other things than do it in editing.
Those look really excellent, great work!

#280 Posted 22 April 2014 - 10:43 AM
James, on 21 April 2014 - 11:26 AM, said:
Those look really excellent, great work!

Thanks. I guess i won't open a topic.
here are some new gun voxels
Sang's weapon 1 Mikko's autoshotgun and gold pistol
#281 Posted 22 April 2014 - 12:15 PM

This post has been edited by James: 22 April 2014 - 12:16 PM
#282 Posted 24 April 2014 - 03:11 AM
James, on 22 April 2014 - 12:15 PM, said:

i see, that's really awesome. here are some more pics
Mikko's pistol, silver tallon and SMG( redoing the texture)
#283 Posted 24 April 2014 - 07:44 AM
Ivan Dragunov, on 24 April 2014 - 03:11 AM, said:
Mikko's pistol, silver tallon and SMG( redoing the texture)
i am not sure about the texture, how is it?
This post has been edited by Ivan Dragunov: 24 April 2014 - 08:09 AM
#285 Posted 25 April 2014 - 01:13 AM
#286 Posted 25 April 2014 - 02:31 AM
Level might be split in 2.
part one (the forest) and part 2 inside the base in the forest.
Forest is a very rich biodiversity and humid type of forest "rainforest"
Shots of the forest and cabin. I put a few dragonflies etc.

#287 Posted 25 April 2014 - 02:36 AM
When do you think it'll be "finished"?
#288 Posted 25 April 2014 - 02:51 AM
forests are usually long to make.
Base usually (slightly less long) than forests to make (depending on base).
#290 Posted 25 April 2014 - 09:00 AM

i found a pitchfork in the art files and made a voxel
the lazer gun(will finish it later)
first try to make RPG-7
Mi-24(fixed bugs after i converted)
#291 Posted 25 April 2014 - 09:04 AM
Mickey C, on 25 April 2014 - 01:13 AM, said:
unfortunately i don't make models. when i convert them with poly2vox, they don't have textures, i have no idea WHY.
#292 Posted 25 April 2014 - 01:01 PM
#293 Posted 25 April 2014 - 10:33 PM
You know if you make a small sector (in height) or vent pipe you crawl in that are like 32x32 pixels or pgup x4 times in mapster.
I tested a bunch of monsters in the AMC mod.
But problem is monsters enter and their upper body (cut by enters the ceiling). I think any sectors that are 50% the height of monsters they can walk in with their head "inside the ceiling".
I think it does that to sector that has a ceiling 50% lower than the monster but more lower than 50% they won't go in.
Is there any codes (incase I make new monsters) to avoid things from entering vents cus is (too small for them)?
And we can use that code to fix the current monsters who are facing this issue.
Does that to non-customized monsters such as default duke mobs.
Like making it so instead of 50% of the height of the monster sector has to be 100% the height of the monster so they enter.
Sector less than its height they can't enter unless they can crouch or crawl.
Doesn't do that to the player, player can enter a sector with the height about 100% the player height, to enter smaller he must dock or be shrunken etc.
Player can't walk in unless he crouch and crawl.
PS
I use Ifceilingdistl xx { fall } to prevent customize monsters etc from entering ceiling when they jump or uses jetpacks.
But dunno the code for monsters who enters sectors that are 50% lower than their heights.
#294 Posted 26 April 2014 - 12:09 AM
#295 Posted 26 April 2014 - 12:13 AM
Does that to all mobs,
If you make a sector little less than 50% the height of the mob it will block its way. Can't crop itself in.
#297 Posted 01 May 2014 - 05:49 AM
the RPG-7 took too much time
lamppost from map 'Revolution'
#299 Posted 04 May 2014 - 03:18 AM
James, on 01 May 2014 - 05:56 AM, said:
thanks. here are new guns
M82
shotgun and m16 from base
as val
fn fal
saiga12
pp kashtan
RPK
the pistol i don't remember
btw, how about adding OTS-14 GROZA and STG-44. i already made voxels
This post has been edited by Ivan Dragunov: 04 May 2014 - 08:17 AM
#300 Posted 04 May 2014 - 09:30 AM
