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Re: Cowboss Model ffrom Postal2 Apocalypse Weekend

This Board was made to give Unreal projects a home- if you need a place to discuss about your mods, campains, to offer your projects for download, to seek members for it.
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[§Ŕ] ŤhěxĐâŕkśîđěŕ
OldUnreal Member
Posts: 4425
Joined: Wed Sep 03, 2008 8:19 am

Re: Postal2 Stuff

Post by [§Ŕ] ŤhěxĐâŕkśîđěŕ »

No that just resembles a loop.

Infinite recursion would be:

function die()
{
die();
}

And then call the die() function.

Or if you want,

function die(int spam)
{
die(spam+1);
}

And call die(sqrt(PI)) because THAT MAKES SO MUCH SENSE.
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Gizzy
OldUnreal Member
Posts: 1468
Joined: Thu Jul 10, 2014 7:13 pm

Re: Postal2 Stuff

Post by Gizzy »

Dude, you asked for more mods, so I posted more mods. I'm not spamming every Unreal related board out there going "OMG LOOKIE UT3 WEAPONS IN UNREAL 1 OMG NO WAY" Maybe if you *said* you wanted to "See more POSTAL2 mods" or "See more KROTCHY mods" then I'd have posted something else. Forgive me for not understanding...

Second, posting a mod with Krotchy would be difficult, because:
  • Krotchy expands scriptedpawn, so a player can't use it (Expand male or something)
  • When I add Krotchy to a map, he doesn't appear in the viewport of UnrealED or in game either (At least until I shoot his invisible body until he dies, then the mesh appears)
Maybe you could fix this and make it a cool playerpawn?

Third, I didn't say, nor do I think I possess any "Model importing talent" and I know porting models doesn't take talent. Just grab Umodel, a game that uses the Unreal Engine and you're sorted.
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Gizzy
OldUnreal Member
Posts: 1468
Joined: Thu Jul 10, 2014 7:13 pm

Re: Postal2 Stuff

Post by Gizzy »

Sounds like a good idea. 20MB is insane for one model xD
User avatar
[§Ŕ] ŤhěxĐâŕkśîđěŕ
OldUnreal Member
Posts: 4425
Joined: Wed Sep 03, 2008 8:19 am

Re: Postal2 Stuff

Post by [§Ŕ] ŤhěxĐâŕkśîđěŕ »

Can't you copy some code from Postal 2 and adapt it using your own code + maybe the code of Skaarj or something? That would seem easier than doing it all by yourself. :P
User avatar
.:..:
OldUnreal Member
Posts: 1637
Joined: Tue Aug 16, 2005 4:35 am

Re: Postal2 Stuff

Post by .:..: »

Issue I have is that the model has awful a lot of animation key frames on some of the most useless animations, such as 's_piss' where he just wiggles around looking like hes having a stroke but takes 354 animation key frames.
If you actually tweaked the model a bit by removing the most useless animation key frames you could reduce the file size by a lot (probably by 20 mb or so).
And some of the animations are basically unusable because the model wanders off the origin of the actor.
Also you didnt setup Weapon Bone on import.
Last edited by .:..: on Mon Oct 05, 2009 1:58 pm, edited 1 time in total.
1823223D2A33224B0 wrote:...and now im stuck trying to fix everything you broke for the next 227 release xD :P
(ಠ_ಠ)
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.:..:
OldUnreal Member
Posts: 1637
Joined: Tue Aug 16, 2005 4:35 am

Re: Postal2 Stuff

Post by .:..: »

You need to use a bone thats actually on the mesh, currently there is no bone named 'Weapon_Bone' so it sets it to none.
1823223D2A33224B0 wrote:...and now im stuck trying to fix everything you broke for the next 227 release xD :P
(ಠ_ಠ)
User avatar
Pyro
OldUnreal Member
Posts: 592
Joined: Wed Jul 18, 2007 5:35 pm

Re: Postal2 Stuff

Post by Pyro »

fail
Image
User avatar
[§Ŕ] ŤhěxĐâŕkśîđěŕ
OldUnreal Member
Posts: 4425
Joined: Wed Sep 03, 2008 8:19 am

Re: Postal2 Stuff

Post by [§Ŕ] ŤhěxĐâŕkśîđěŕ »

Somehow, I think that this thread has too much 'bone'...

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