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amo counters & such?
Posted: Tue Mar 15, 2005 3:05 pm
by OxYgEn
ya, i was wondering how exactly you add amo counters or things like it to your weapons? I've tried a few things but they haven't worked...so maybe someone can help me out? easpecially with materials & shaders-i have all the skins i need...
Posted: Tue Mar 15, 2005 4:46 pm
by SunnySharma
I believe it is just a shader file.
Posted: Tue Mar 15, 2005 5:44 pm
by Pie
investigate the AR (if that is what you mean)
It has an ammo counter.
Posted: Wed Mar 16, 2005 12:38 pm
by OxYgEn
ya...i was also thinking about the flame thrower & i think the plasma pistol has something of the sort?
Posted: Wed Mar 16, 2005 4:57 pm
by OxYgEn
well...i've got the amo counter to at least show up or whaeva. But now it goes from 66 to 33 to 00 to 77 to 99 to...etc. i have no clue why-except i know that it has to do with my materials!!! wtf do i do?!?!?!?!?!??!?!??!???
thanks,
Oxy
Posted: Wed Mar 16, 2005 5:35 pm
by x13igDudex12
aybe you combine the like ammo file to the amo counter or something like that
Posted: Wed Mar 16, 2005 6:00 pm
by __Blaz0__
Like sunny said, check the shaders.. try the drop downs for numbers plate. I was looking into this for awhile, but put on the back burner due to a map. My problem was getting the multiple maps in a single bitmap*for the numbers). I plan on getting back to soon after i get this map finished. Post any findings you have. If I have some time I will browse through the tags again to see if I can come up with a better suggestion
__Blaz0__
Posted: Thu Mar 17, 2005 4:56 am
by OxYgEn
the numbers into one bitmap is simple...sort of. all you have to do is copy the bitmap [AR\fp\bitmaps\numbers.bitmpa(i think?)] into your weapon\fp\bitmaps folder. then do the same for the shader called numbers plate.shader_transparent_chicago & copy it into your weapon\fp\shaders.
the only thing you must really do is name your materials: number_plate. the problem(which i've just thought of how to fix) is that the materials show in order by which you put the materials in...so basically all i have to do is make 36 materials(i guess?)...i don't know if that's is right because no one that knows how to do this is going to help...so i'll just figure it out on my own like usual...
anyways, i plan to split my numbers "plate" in max so that i can set the materials for each one like this:
3 & 6
3 & 5
3 & 4
& so on & so forth...
we'll just see if this works because i have no idea?
anyways, i'm leaveing tomarrow(friday) for spring break so i'll be gone for the whole week...if anyone finds something cool then plz submit it & i'll try to look at it while i'm on vacation(BEACH & BABES).
okidokie...i'll try to get the stuff done by the end of the week so that i can see if it works-that way i can think about it while i'm gone. Maybe i'll make a tutorial so that people will know & it'll be much easier. I'm hopeing to get my carbine with the "amo counter" thing...who knows what will happen?
thanks for the support,
Oxygen
Posted: Thu Mar 17, 2005 2:12 pm
by OxYgEn
well...that plan didn't work-the amo counter didn't show up at all...i'm completely stumped...i wish people that KNOW how would actually put some input into the situation instead of being...hard headed mb?
anyways, ima keep at it so i'll let you guys know soon...
Posted: Sat Mar 26, 2005 2:05 pm
by OxYgEn
well...i just got back & ima be up all night doing stuff. SO ima work on it & hopefully get everything working right.
--Oxygen
Posted: Sat Mar 26, 2005 3:57 pm
by theguy2042000
nice triple post
Posted: Sat Mar 26, 2005 5:29 pm
by Pie
Nice pointless post.
Anyhow, he really only Double posted. The third is bumping is own topic, and it has a gap of almost 10 days.
The second post was posted more liekly because the edit button was no longer visible. Notice the time frame between the two posts. 10 Hours.
Posted: Sat Mar 26, 2005 5:31 pm
by theguy2042000
well double posts are still bad I'm finally learning not to,
so how am i doing now.
Posted: Sat Mar 26, 2005 5:34 pm
by Pie
Good, but that's enough.
Oxygen. I want renders of anything you have made while you were gone. I like your style.
Posted: Sat Mar 26, 2005 8:25 pm
by __Blaz0__
Yea, as you can see he's asking for help and trying to post his results on trying things. You guys dog him out about posting, then maybe he will keep it to himself like others in this community... I guess that's the way you guys see it. Be careful what you wish for..
Anyway, oxygen, I have pretty much put the weapon thing on hold ATM. I myself have come to a blockage which involves some machines that I cannot get to work properly. Which noone seems to or wants to help with. So I feel your frustration in this all. At some point I will get back to the weapons, but I have been mainly working on a couple different maps.
__Blaz0__
Posted: Sat Mar 26, 2005 11:22 pm
by Pie
What are these issues you are having. Maybe we can help

Posted: Sun Mar 27, 2005 4:46 am
by __Blaz0__
Well I am working on a gun rack. Like the one in H2. The model is done. Textured and all. I have done the animations as well. I have also got it in as scenery so it is animated and everything. The only problem is when it's scenery, all it does is constantly move up and down. I need it to be triggered once you get close to it. I have tried it as a device_machine, and a device control. So far neither has worked. I have been digging through other machine tags to see if I can understand how they work. But there's nothing that resembles what I need. The only machines left are the beam emitter and some lights(which rotate as opposed to a linear movement). It basically needs to work like a door. I also don't understand a few things in these tags such as the functions of Ain/out, B in/out etc. I think this is the key to what I need, but have no idea how to set them up correctly. If anyone can explain more about these it is greatly appreciated.
Oxygen, not trying to hijack your thread here, but I'm pretty much lost at this point maybe someone can help.
__Blaz0__
Posted: Sun Mar 27, 2005 6:53 am
by Pie
I'm not sure what to do, but i'm sure it's possible. If you are able to contact the maker of the map Lavaflows, then you can find out. He had an elevator that would only move when you stepped on it.
Posted: Sun Mar 27, 2005 2:39 pm
by __Blaz0__
thanks, i will take a look
Posted: Sun Mar 27, 2005 2:51 pm
by Sonictag
Pie wrote:I'm not sure what to do, but i'm sure it's possible. If you are able to contact the maker of the map Lavaflows, then you can find out. He had an elevator that would only move when you stepped on it.
Really? that must mean trigger animations are possible in halo multiplayer.. Does it cause alot of lag?