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AK47 - compile progress - A Work In Progress for Counter-Strike: Source

Progress Report

Completed
Previous WIP: http://gamebanana.com/wips/41857 So after not compiling anything for CS:S in years, here we are again. After a series of screwups and fixes, i've got it ingame on Brain Collector's BF3-esque animations. If you look at the second image though, i'm having some problems i'd appreciate some help with; -Using VTFedit to save as VTF, since I hear the Photoshop plugins for saving as VTF don't work with CS5.1. Is there some kind of setting i've screwed up on to cause the artifacts on the texture? Check the images to see. -How do I get the specular map working? I'd heard I should put it in the alpha of the diffuse, but I've probably done something wrong at some point because it doesn't work at all :\ -Is there anything else I should be putting into the QC? I remember something about a 'snap' or 'no blend' command or something similar to stop the shoot animations blending and making it look like there's no recoil. **3D Preview:** (left click to rotate, right click to move, scroll wheel to zoom)
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  • Pete3D avatar
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    Just an update on this - the CS:S compile is nearly done, was planning on a CS:GO compile too. Just need to concentrate some time on university work (i've been slacking a bit), so this'll be on hold for a short amount of time until i'm back on schedule. Got a couple other surprises lined up though :]
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    > **Posted by Pete** > > **Posted by ReapFreak** > > > > Battling consistency for the world model currently. (edit: found the hitbox button again, was looking for it. hooray!) > > > > maybe my tutorial can help you out. > > Thanks, but Vagrant figured it out in the end - it didn't like $halflambert in the vmt. By the way, your tutorial says you can't have normals or phong, but you can, just not reflections ($envmap, right?). Thanks again anyway :] Yeah you're right,it didn't support $halflambert.
    But it does support normal,phong and env.Just not $halflambert.
    if you look at my Arby's G36C vmt(not promoting or anything,look at w_g36c.vmt in the texture folder) but anyway im too lazy to update the tutorial so im gonna leave it that way ~~
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    > **Posted by ReapFreak** > > Battling consistency for the world model currently. (edit: found the hitbox button again, was looking for it. hooray!) > > maybe my tutorial can help you out. Thanks, but Vagrant figured it out in the end - it didn't like $halflambert in the vmt. By the way, your tutorial says you can't have normals or phong on world models, but you can, just not reflections ($envmap, right?). Thanks again anyway :]
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    > Battling consistency for the world model currently. (edit: found the hitbox button again, was looking for it. hooray!) maybe my tutorial can help you out.
    At the end of it all
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    > **Posted by Doktor Haus** > Putting these after ACT\_VM\_PRIMARYATTACK: > > snap - No transition at beginning of animation. Ideal for shoot. > > fadein #.# and fadeout #.# - Transition in seconds for beginning and end of anim > > If you want it to look like there's no recoil, just leave these commands out of the shoot sequences. If that's not enough, play with the fades. Ah, that was it, 'snap' was what I was looking for. Wasn't aware of the fade ones, but i'll have a look into those :] Thanks for the compiling tutorial videos on youtube by the way, helped me re-familiarise myself with all the compiley shenanigans, and also how to compile in Max, which is ace considering Milkshape is... well, Milkshape. Battling consistency for the world model currently. (edit: found the hitbox button again, was looking for it. hooray!)
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    Putting these after ACT\_VM\_PRIMARYATTACK: snap - No transition at beginning of animation. Ideal for shoot. fadein #.# and fadeout #.# - Transition in seconds for beginning and end of anim If you want it to look like there's no recoil, just leave these commands out of the shoot sequences. If that's not enough, play with the fades.
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    now, its so perfect :')
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    > **Posted by Rafael De Jongh** > [...] > Either way best of luck! Like I've said in the other wips could we perhaps see the flats (as in a combined picture with all the texture maps [diffuse, normal, specular, gloss, ...]) > > Keep up the good work mate! > > Ps: Also like said in one of your first Wips if you need any help with your site hit me up with a pm or so, I've looked to your current site and the main thing I've noticed that should be improved is instead of using tables that you should use div's and other tags and perhaps step over to HTML5 and CSS3 - but yea if you want I can always offer you some help here and there! Sorry, I keep forgetting to post the flats, derp. I'll do that in a sec. [edit: done now] Good idea on the shortcuts, i'll give those a go :] As for website help, I'd remembered you'd offered to help but I've been so busy it's been one of the last things on my mind. Can't remember what I said to you about it before, but I'd be very grateful for a bit of help on that, so I'll give you a poke when I'm onto messing with it next. What's better for you, PM or Skype? (I just use the text chat on skype most of the time, voice chat is intimidating) No hurry, either way. Thanks again for being super helpful/rad :]
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    > **Posted by Pete** > > I am now aware of this :] Thanks a ton! I've now sorted the weird specularity problem, the vtf artifacting problem, and now know what the command is for no HUD (which screwed me over when testing with bots, haha. the buy screen disappeared and then I couldn't bring up the console or esc menu again and had to ctrl+alt+del). I wasn't too bothered about the HUD for a couple quick WIP shots and had planned no-HUD for any release screenshots, but that'll definitely come in useful. > > As for posting a new WIP for a new chunk of progress, I thought that was what you were meant to do? Otherwise I can't see the justification for Projects which is like a handy photo album/collection/timeline for a specific project and it's progress along the way. Feels a bit more organised to me to have it that way and post a new WIP for various stages of the project. I'll stop, if that's not how it's meant to work? > > Anyway, huuuuge thanks again for your help :] Yea, a good idea is to bind the following commands to any of your desired keys. I've got the following: bind o "sv_cheats 1; impulse 100" bind p "sv_cheats 0" bind n "sv_cheats 1; cl_drawhud 0; impulse 200" bind f11 toggleconsole In other words: O = enabled cheats and gives you 16000$ P = disables cheats meaning all effects like cl_drawhud 0 will reset (the hud will re-appear) N = Enables Cheats, Removes Hud and Hides Weapon (just switch to another weapon and back [I think the default key for fast switch is q] so hit that twice and you'll have your basic weapon back {You can just remove the impulse 200 from the bind line but I just added it if I need to take world or spray screenshots where the gun shouldn't appear in the screenshot}) F11 = Like you would have guessed toggles the console, I think there's also a definable key in the Setting GUI that you can toggle it but yea either of both works. Yea you might be right on that part, not sure maybe it changed over the years or so, what most studios do with projects is just assign one project to the member so there he can put all his projects inside meaning there he can submit all his wips under. But if this is a project for a single weapon (like in this case) than it would be indeed common sense to do it like you where doing. Might just be a habit from just updating but well it's not that it's against the rules or anything so see what suits you better (updating a single wip or making per stage one). Either way best of luck! Like I've said in the other wips could we perhaps see the flats (as in a combined picture with all the texture maps [diffuse, normal, specular, gloss, ...]) Keep up the good work mate! Ps: Also like said in one of your first Wips if you need any help with your site hit me up with a pm or so, I've looked to your current site and the main thing I've noticed that should be improved is instead of using tables that you should use div's and other tags and perhaps step over to HTML5 and CSS3 - but yea if you want I can always offer you some help here and there!
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    > **Posted by Rafael De Jongh** > > I'm a totally rad dude who's a bit on the awesome side and I eat victory for breakfast I am now aware of this :] Thanks a ton! I've now sorted the weird specularity problem, the vtf artifacting problem, and now know what the command is for no HUD (which screwed me over when testing with bots, haha. the buy screen disappeared and then I couldn't bring up the console or esc menu again and had to ctrl+alt+del). I wasn't too bothered about the HUD for a couple quick WIP shots and had planned no-HUD for any release screenshots, but that'll definitely come in useful. As for posting a new WIP for a new chunk of progress, I thought that was what you were meant to do? Otherwise I can't see the justification for Projects which is like a handy photo album/collection/timeline for a specific project and it's progress along the way. Feels a bit more organised to me to have it that way and post a new WIP for various stages of the project. I'll stop, if that's not how it's meant to work? Anyway, huuuuge thanks again for your help :] > **Posted by Scorpion!!!** > no mag release in 3D preview (Someone else said that in the other WIP, so here's a copy/paste :P) Indeeeeeed, one thing I noticed earlier when compiling - there was a bone for 'mag release' and... yeah. There wasn't anything. I'm sure there was a reason I missed it out in the first place (though I could've just forgot), but i've since added one :]
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