DANZA
05-02-2003, 01:55 PM
How Do I turn off the dog?
type _ah 0 in console.
Can I use another crosshair?
Yes. We are still trying to figure out some and how they work, but for now type cl_dynamic_xhair 0 in console to make it a small non moving one if you dont like it.
Marzy released the first one (http://www.dayofdefeat.net/forums/showthread.php?s=&threadid=1357), which is a green dot.
look Here (http://dropzone.fragism.com/1cross.jpg) To see how the new crosshair works. 3.x one on the left, beside it is the 1.0.
How do i get rid of the icons ontop of the players?
Type cl_easymode 0 in console
also try cl_identicon 0
Will my 3.1 weapon models work in 1.0?
There are reports (http://www.dayofdefeat.net/forums/showthread.php?s=&threadid=1276) that yes they will work. There are problems with the weapons that have new features added (for example there will not be a buttsmack animation on a 3.1 garand)
Will my 3.1 player models work in 1.0?
No they will need to be converted to work with it. Some guys are already figuring it out. The Compiler has been released so people will be pushing these out.
Will my 3.1 sprites work with 1.0?
Yes. Sprites can be replaced like in the last game. HUD's will need to be edited to work. Look for some player icon releases, and flag icon releases as well.
How come the models have huge fronts in HLMV?
This is because they were purposly distorted because when rendered in halflife, the models are distorted by the engine. 1.0 accounted for that by makign the fronts big, making it look better ingame.
How do i convert a player model to 1.0?
This is being worked on. It may be as simple as changing the animations, or may be harder and involve reassigning vertex's.
What are submodels?
Sub models are smaller model parts that can be put together to form one model. This is all saved in one file to save space.
Read more (http://www.dayofdefeat.net/forums/showthread.php?s=&threadid=1260) explained by Devin Kryss
Why are my FPS so low?
Dod is not a lot more graphically intense. You can lessen the load on your computer by disabling the minimap ("m" key by default, or cl_minimap 0) and by disabling particle effects (cl_particlefx 0 disables everything , cl_particlefx 1 diables weather only, cl_particlefx 2 everything on)
How do i make transparent models?
http://collective.valve-erc.com/index.php?doc=1043360861-70912800 Tutorial by Jake Jungels. You will also need the new studiomdl which is on said tutorial site.
How do i compile my player model?
Use this compiler
http://www.dayofdefeat.net/forums/showthread.php?s=&threadid=4245
Any other questions you need answered ask away. The DANZ and helpfull MSAers will be happy to help.
type _ah 0 in console.
Can I use another crosshair?
Yes. We are still trying to figure out some and how they work, but for now type cl_dynamic_xhair 0 in console to make it a small non moving one if you dont like it.
Marzy released the first one (http://www.dayofdefeat.net/forums/showthread.php?s=&threadid=1357), which is a green dot.
look Here (http://dropzone.fragism.com/1cross.jpg) To see how the new crosshair works. 3.x one on the left, beside it is the 1.0.
How do i get rid of the icons ontop of the players?
Type cl_easymode 0 in console
also try cl_identicon 0
Will my 3.1 weapon models work in 1.0?
There are reports (http://www.dayofdefeat.net/forums/showthread.php?s=&threadid=1276) that yes they will work. There are problems with the weapons that have new features added (for example there will not be a buttsmack animation on a 3.1 garand)
Will my 3.1 player models work in 1.0?
No they will need to be converted to work with it. Some guys are already figuring it out. The Compiler has been released so people will be pushing these out.
Will my 3.1 sprites work with 1.0?
Yes. Sprites can be replaced like in the last game. HUD's will need to be edited to work. Look for some player icon releases, and flag icon releases as well.
How come the models have huge fronts in HLMV?
This is because they were purposly distorted because when rendered in halflife, the models are distorted by the engine. 1.0 accounted for that by makign the fronts big, making it look better ingame.
How do i convert a player model to 1.0?
This is being worked on. It may be as simple as changing the animations, or may be harder and involve reassigning vertex's.
What are submodels?
Sub models are smaller model parts that can be put together to form one model. This is all saved in one file to save space.
Read more (http://www.dayofdefeat.net/forums/showthread.php?s=&threadid=1260) explained by Devin Kryss
Why are my FPS so low?
Dod is not a lot more graphically intense. You can lessen the load on your computer by disabling the minimap ("m" key by default, or cl_minimap 0) and by disabling particle effects (cl_particlefx 0 disables everything , cl_particlefx 1 diables weather only, cl_particlefx 2 everything on)
How do i make transparent models?
http://collective.valve-erc.com/index.php?doc=1043360861-70912800 Tutorial by Jake Jungels. You will also need the new studiomdl which is on said tutorial site.
How do i compile my player model?
Use this compiler
http://www.dayofdefeat.net/forums/showthread.php?s=&threadid=4245
Any other questions you need answered ask away. The DANZ and helpfull MSAers will be happy to help.