Jump to content
  • News

    • By Thunder in TWT's ET Bible
         0
      Tags are used to attach external models to a model. Attachment means that the external models origin aligns itself with the models tag location and orientation. As the external model is parented to the tag (nested in tag space), any animation of the tag will also affect the external model.   Domain specific scripts tell the engine which external models to attach to a given tag. These scripts are either located in mapscript files (attachtotag command) or .skin files. Sometimes they are also hard coded.   An example use case is a hat model (defined separately) attached to a head model. This way, characters can be assembled with different looks without having to duplicate their model definitions. Tags therefore support reuse.   Another example use case is that of a tank turret model attached to a tank model. Instead of having a shooting animation (rotate turret left, shoot, rotate turret right) be recorded as vertex positions across several key-frames inside a single model, a tag can be used to control the shooting animation of a separated model. This safes memory, as the tags animation data most likely takes much less space compared to the animation data of the tank turret inside a single model.   However, reuse and memory savings are traded against loss in performance. Vertex positions of the external models have to be recalculated against the current frame tags location and orientation.
      source from acQu, thx mate
    • By Ray in WolfWatch
         0
      Hello Wolfenstein:Enemy Territory Community
      Here´s a trailer from last years contestants of the Trackbase Mapping contest. You might see some familiar names and maps there.😉
      Visit Trackbase website and subscribe to participate, starting 1st of March 2019 
      TrackBase Contest
       
    • By Ray in WolfWatch
         0
      We need more 3d modellers, Blueprint makers, 2d gfx and so on.
      If you feel you can contribute to anything, let us know!
      Cheers!

    manipulating brushes in ue4

    Thunder
    By Thunder,

    For those who would like to join in on the ue4 level designing for our game:

     


    how to handle weapons

    Thunder
    By Thunder,

    wonder a bit how we should do this..

    we now have a baseplayer with two childs... and whatever the base does the others does...

     


    converted level

    Subbie
    By Subbie,

    This level has taken about 2 hours all the textures are from ET so finding others to replace the ET one`s will take longer. if any one has a level they would like converted over to use in the project just say

    doverbridge001.jpg

    doverbridge002.jpg

    doverbridge003.jpg

    doverbridge004.jpg

    doverbridge005.jpg


Portal by DevFuse · Based on IP.Board Portal by IPS
  • Member Statistics

    26
    Total Members
    151
    Most Online
    gueh
    Newest Member
    gueh
    Joined
  • Upcoming Events

    • 28 February 2019 10:00 PM Until 30 October 2019 10:00 PM
      0  
      Our second Map Contest 2.0 is now live on TrackBase. Are you a map developer or interested in creating new ET Maps? Then that's perfect for you. Sign up right now and make sure to submit the best map. Any questions left? Check the FAQ! There are even really cool prizes waiting for you 🙂
    • 17 May 2019 Until 19 May 2019
      0  
      https://www.crossfire.nu/news/9103/the-eternity-lan
  • Who's Online   1 Member, 0 Anonymous, 4 Guests (See full list)

×
×
  • Create New...

Important Information

We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue.