Spawn MG Model's
Ginger Lord
12-31-2003, 03:34 PM
Hi
A very simple model to make for someone that would be infinatly useful!
Take an American/Axis/Brit soldier model, give him a .30 cal/MG42/Bren model and have him deployed (mappers can add sandbags/windows) and it will look so much better than a rectangle in a window.
Mappers can place a small func_tank in barrel of .30 cal or MG42.
Any chance?
VoodooChild
01-07-2004, 05:33 AM
ginger lord, this is a bad ass idea. I wish I could do what your talking about, but I dont know how to edit models.
Very very good idea. The rectangles in the windows is just a pity to behold, feel like im playin Quake I or something.
Id be cool to see a brit soldier in the windows with a bren, and he could be the one saying "all right lads move out" or somethin like that. Post this in the dod feedback or in the mappers forum too.
VoodooChild
Divium
01-07-2004, 06:30 PM
Would these models need animations? or would they just be static models?
Joe Anderson
01-09-2004, 06:15 PM
I'm on it...give me a day or two.
Anderson
Ginger Lord
01-11-2004, 03:17 AM
Thanks, it just needs to be a static animation. Might have to fit these in my new map.
VoodooChild
01-13-2004, 12:47 AM
Eagerly waiting for a release....
Like Gingerlord said, all that we'd need is a Us, Brit, and a Nazi with the appropriate MG as if it were deployed on a sandbag.
No need for animations at all,
But, if I were to add any animations it would be default animations, such as the reloading animation, some idles, and possibley the animation for "GO GO GO".
Mappers could do the rest.
hope to see this a reality, it would definately make my maps.
Voodoo
Draft Dodger
01-13-2004, 01:19 PM
Hmm, I think mappers can already do this, but I'm not too sure because of the whole submodel system the player models use now and I'm unfamiliar to Steam. I havn't really mapped since 3.1.
But what I'm thinking is that the mapper could place an env_model in their map where they want the spawn MGer to go, set the filename to whatever the file is for the player models, and specify that the env_model show the submodel for the Machine Gunner. Then they just place a func_tank in the same spot as the spawn MGer (that's the part that makes it shoot) and set it's render amount to zero so the brush is invisible, and clip the model so people can't walk through the MGer.
If you're using Steam you might have to extract the player model files from the .gcf and place them in your dod folder so you could assign the env_model, but I'm not sure. Hope you guys in MSA understand some of these mapping terms I've thrown out there.
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