MainMan's City

Talk about any Deus Ex game modification here, e.g. maps, package or a total conversion.

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Postby AgentSmyth » Thu Jun 15, 06 9:46 pm

:shock: Im am sooo sorry for actually saying anything...look at how off topic we are :shock:
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Postby Big Daddy » Thu Jun 15, 06 9:53 pm

precisely.....what were we talkin about? lol
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Postby Siva » Fri Jun 16, 06 10:36 am

{DXC}Imperial wrote:On of the first times I started dx, I was told funline city was released. liez.

Also, you can't make a picture? :?
The camera does that :wink:


FAIL AT LAUGHABILITY.

Hang your head in shame.

On topic: - Hows the progress going MM?
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Postby Imperial » Fri Jun 16, 06 10:41 am

XII//:Prod1gy wrote:
{DXC}Imperial wrote:On of the first times I started dx, I was told funline city was released. liez.

Also, you can't make a picture? :?
The camera does that :wink:


FAIL AT LAUGHABILITY.

Hang your head in shame.



No thanks, its just stating the obvious, idiots...
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Postby clyzm » Fri Jun 16, 06 2:14 pm

Nice job mainman, most impressive on the AI return speech. Two questions though;

1) Is the skateboard custom animated?
2) If so, how did you manage to animate it without a 3D program?
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Postby MainMan » Fri Jun 16, 06 5:10 pm

cataclyzm wrote:Nice job mainman, most impressive on the AI return speech. Two questions though;

1) Is the skateboard custom animated?
2) If so, how did you manage to animate it without a 3D program?


Well I made the board in UnrealEd then saved the brush in a .t3d file. I used a mesh-to-brush converter to convert the .t3d file into the .3d files (then using unr2de to complete process)

Seeing as I know nothing about modelling, and that the skateboard mesh doesn't change shape, instead of making the mesh animated, I coded it into the class itself to update it's position and rotation every tick (every 0.1 seconds).

So when you are in skate mode, you tap 'Scope' (for example) and the player set's the skateboard's bKickflip value to true. Every tick the skateboard checks if bKickflip is true. If yes, then it checks to see which stage of the rotation it is at (set by an int value). If the int is 0 (by default), then it spins the first part, sets the int to 1, and returns. The next tick the int will be 1, so it will spin the next part and set it to 2, etc. When it spins the last time (when int is 10 or however far it goes for that trick, then it sets bKickflip to false, and the int to 0.

Trust me it's simpler than it sounds. :P
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Postby clyzm » Fri Jun 16, 06 7:32 pm

~MainMan~ wrote:
cataclyzm wrote:Nice job mainman, most impressive on the AI return speech. Two questions though;

1) Is the skateboard custom animated?
2) If so, how did you manage to animate it without a 3D program?


Well I made the board in UnrealEd then saved the brush in a .t3d file. I used a mesh-to-brush converter to convert the .t3d file into the .3d files (then using unr2de to complete process)

Seeing as I know nothing about modelling, and that the skateboard mesh doesn't change shape, instead of making the mesh animated, I coded it into the class itself to update it's position and rotation every tick (every 0.1 seconds).

So when you are in skate mode, you tap 'Scope' (for example) and the player set's the skateboard's bKickflip value to true. Every tick the skateboard checks if bKickflip is true. If yes, then it checks to see which stage of the rotation it is at (set by an int value). If the int is 0 (by default), then it spins the first part, sets the int to 1, and returns. The next tick the int will be 1, so it will spin the next part and set it to 2, etc. When it spins the last time (when int is 10 or however far it goes for that trick, then it sets bKickflip to false, and the int to 0.

Trust me it's simpler than it sounds. :P


Hmm ... so you're basically converting animation frames into codable and respondable ticks ...

Animation frames work kinda of like ticks, different frames set off different movement and position, but is more complex because one frame could contain an entire clip reloading, for example.

Nice job overall mate :)
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Postby MainMan » Fri Jun 16, 06 7:38 pm

cataclyzm wrote:Hmm ... so you're basically converting animation frames into codable and respondable ticks ...

Animation frames work kinda of like ticks, different frames set off different movement and position, but is more complex because one frame could contain an entire clip reloading, for example.

Nice job overall mate :)

Cheers man. So basically, every tick it:
- sets the rotation in relation to the frame number.
- updates frame number.

Btw, I have one custom mesh, that is an M4 made by someone on dxediting forums.
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Postby clyzm » Fri Jun 16, 06 7:43 pm

~MainMan~ wrote:
cataclyzm wrote:Hmm ... so you're basically converting animation frames into codable and respondable ticks ...

Animation frames work kinda of like ticks, different frames set off different movement and position, but is more complex because one frame could contain an entire clip reloading, for example.

Nice job overall mate :)

Cheers man. So basically, every tick it:
- sets the rotation in relation to the frame number.
- updates frame number.

Btw, I have one custom mesh, that is an M4 made by someone on dxediting forums.


Well, it's a bit more complicated than that. Every frame, it makes a custom movement and uses rotation to comply with a general frame, or movement. Every frame it responds to has to enough a number, and the number must be ranged 0 - 30 (MS3D, 0 - 100 (3DS), 0 - 50 (L3D). Of course it can have more frames, but this is a basic number.

Btw, who is that person?
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Postby AlexDenton » Fri Jun 16, 06 7:47 pm

±Tantalus± wrote:No one here made the friggin picture!! damn dude, all this over some lame ass black and white picture with a gay text


Did, eh, YOU make the picture?
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Postby MainMan » Fri Jun 16, 06 7:49 pm

cataclyzm wrote:
~MainMan~ wrote:
cataclyzm wrote:Hmm ... so you're basically converting animation frames into codable and respondable ticks ...

Animation frames work kinda of like ticks, different frames set off different movement and position, but is more complex because one frame could contain an entire clip reloading, for example.

Nice job overall mate :)

Cheers man. So basically, every tick it:
- sets the rotation in relation to the frame number.
- updates frame number.

Btw, I have one custom mesh, that is an M4 made by someone on dxediting forums.


Well, it's a bit more complicated than that. Every frame, it makes a custom movement and uses rotation to comply with a general frame, or movement. Every frame it responds to has to enough a number, and the number must be ranged 0 - 30 (MS3D, 0 - 100 (3DS), 0 - 50 (L3D). Of course it can have more frames, but this is a basic number.

Btw, who is that person?


Noo, I was talking about how my system worked lol. That guy is called Ketchup.
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Postby clyzm » Fri Jun 16, 06 8:03 pm

~MainMan~ wrote:
cataclyzm wrote:
~MainMan~ wrote:
cataclyzm wrote:Hmm ... so you're basically converting animation frames into codable and respondable ticks ...

Animation frames work kinda of like ticks, different frames set off different movement and position, but is more complex because one frame could contain an entire clip reloading, for example.

Nice job overall mate :)

Cheers man. So basically, every tick it:
- sets the rotation in relation to the frame number.
- updates frame number.

Btw, I have one custom mesh, that is an M4 made by someone on dxediting forums.


Well, it's a bit more complicated than that. Every frame, it makes a custom movement and uses rotation to comply with a general frame, or movement. Every frame it responds to has to enough a number, and the number must be ranged 0 - 30 (MS3D, 0 - 100 (3DS), 0 - 50 (L3D). Of course it can have more frames, but this is a basic number.

Btw, who is that person?




Noo, I was talking about how my system worked lol. That guy is called Ketchup.


Tbh, that guy's a bad modeler. :lol:
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Postby Wasted » Fri Jun 16, 06 9:16 pm

MM, you told them everything yet? Leave some for a suprise, like the rtoidso's(w00t anagram.)
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Postby MainMan » Fri Jun 16, 06 9:29 pm

Bob Dole. wrote:MM, you told them everything yet? Leave some for a suprise, like the rtoidso's(w00t anagram.)

I havent said anything, especially nothing to do with the rtoidso's.
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Postby ~Confused~ » Sat Jun 17, 06 10:30 am

MainMan, I've read the forums and it seems you are the ultimate ass kicker when it comes too RPG, i've played DDs and i must admiti love them but the pics i saw of yours gave me a fucking boner. Tell me when will your server be back up????!?!?!
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Postby MainMan » Sat Jun 17, 06 10:59 am

Mitchell wrote:MainMan, I've read the forums and it seems you are the ultimate ass kicker when it comes too RPG, i've played DDs and i must admiti love them but the pics i saw of yours gave me a fucking boner. Tell me when will your server be back up????!?!?!

Mike, no.
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Postby AgentSmyth » Sat Jun 17, 06 12:54 pm

Mitchell wrote:MainMan, I've read the forums and it seems you are the ultimate ass kicker when it comes too RPG, i've played DDs and i must admiti love them but the pics i saw of yours gave me a fucking boner. Tell me when will your server be back up????!?!?!


That was a bit OTT wasn't it? :shock:
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Postby Big Daddy » Sat Jun 17, 06 3:06 pm

A boner...over a game.......jesus christ I have entered the loner zone! (Every one's cool here except Mike who is getting a boner over the pictures) LEAVE IT FOR THE LADIES DUDE!!!!!
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Postby Wasted » Sat Jun 17, 06 6:36 pm

its mike remember, "Leave if for the Men dude!"
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Postby AgentSmyth » Sat Jun 17, 06 8:04 pm

lmao...wat ever floats your boat

<font color="lightgrey">I was thinking of saying something like that...but couldn't be bothered</font>

:lol:
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Postby ~Confused~ » Sun Jun 18, 06 8:43 am

its an expression :smt097
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Postby AgentSmyth » Sun Jun 18, 06 8:57 am

well u did sort of set urself up for it... :P
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Postby ~Confused~ » Sun Jun 18, 06 9:13 am

AgentSmyth wrote:well u did sort of set urself up for it... :P

lol true i must admit
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Postby Siva » Sun Jun 18, 06 3:39 pm

Mitchell wrote:MainMan, I've read the forums and it seems you are the ultimate ass kicker when it comes too RPG, i've played DDs and i must admiti love them but the pics i saw of yours gave me a fucking boner. Tell me when will your server be back up????!?!?!


You had a boner?
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Postby ~Confused~ » Sun Jun 18, 06 4:53 pm

XII//:Prod1gy wrote:
Mitchell wrote:MainMan, I've read the forums and it seems you are the ultimate ass kicker when it comes too RPG, i've played DDs and i must admiti love them but the pics i saw of yours gave me a fucking boner. Tell me when will your server be back up????!?!?!


You had a boner?
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NOT IN REALITY, bah forget it.....
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Postby James » Mon Jun 19, 06 12:16 am

~MainMan~ wrote:
Bob Dole. wrote:MM, you told them everything yet? Leave some for a suprise, like the rtoidso's(w00t anagram.)

I havent said anything, especially nothing to do with the rtoidso's.


Can Mr.Jay know about the doritos anagram thingymajig?
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Postby AgentSmyth » Mon Jun 19, 06 8:54 am

o so thats what it was....





WAT? :shock:
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Postby ~Confused~ » Mon Jun 19, 06 9:05 am

AgentSmyth wrote:o so thats what it was....





WAT? :shock:


yeah me too
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Postby Cozmo » Mon Jun 19, 06 3:46 pm

Even if it was a bit geigh it was still a compliment... 8)
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Postby MainMan » Mon Jun 19, 06 7:11 pm

[A]:Kilgannon wrote:
~MainMan~ wrote:
Bob Dole. wrote:MM, you told them everything yet? Leave some for a suprise, like the rtoidso's(w00t anagram.)

I havent said anything, especially nothing to do with the rtoidso's.


Can Mr.Jay know about the doritos anagram thingymajig?

Msn, yes. Here, no. 8)
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