Nuke [message #374742] |
Wed, 04 March 2009 06:09 |
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ErroR
Messages: 2984 Registered: March 2008 Location: Moldova
Karma: 0
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General (2 Stars) |
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How do i replace the nuke? i don't understand.. i made the animation and replaced nuke_missle.w3d but ingame it's the same. even xg_<nukesomething>.w3d shows my nuke..
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Re: Nuke [message #374860 is a reply to message #374750] |
Wed, 04 March 2009 15:34 |
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rrutk
Messages: 617 Registered: June 2007
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Colonel |
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the nuke explosion consists of the exlosion itself, the pre-cinematic-animation and the post-cinematic animation.
Just follow in Leveledit the logical sequence from the purchase of the beacon to the explosion itself over all the steps to understand the way it works.
[Updated on: Wed, 04 March 2009 15:36] Report message to a moderator
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Re: Nuke [message #374863 is a reply to message #374861] |
Wed, 04 March 2009 15:37 |
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rrutk
Messages: 617 Registered: June 2007
Karma: 0
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Colonel |
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Jerad Gray wrote on Wed, 04 March 2009 16:36 |
rrutk wrote on Wed, 04 March 2009 15:34 | the nuke explosion consists of the exlosion itself, the pre-cinematic-animation and the post-cinematic animation.
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*facepalms and gets a pic to upload*
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sorry, dont understand this.
[Updated on: Wed, 04 March 2009 15:38] Report message to a moderator
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Re: Nuke [message #374864 is a reply to message #374862] |
Wed, 04 March 2009 15:39 |
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rrutk
Messages: 617 Registered: June 2007
Karma: 0
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Colonel |
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ErroR wrote on Wed, 04 March 2009 16:37 | well, i didn't mean explosion, i mean the actual falling rocket
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not sure, but I guess, it's a boned cinematic animation, may be the pre-cinematic.
so jerad is right about the bone names.
[Updated on: Wed, 04 March 2009 15:40] Report message to a moderator
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