View Full Version : ammo counter..
paintballakid5
March 15th, 2008, 10:15 PM
ok i know this is a question lots of people ask. but from what i searched i can't really add it up.
in 3ds max what should i apply to the planes for the ammo counter?
and how do i apply the shader_tranparant_chicago in guerilla?
thanks!
SnaFuBAR
March 15th, 2008, 10:39 PM
Can't you keep all your little problems to one thread instead of cluttering the forums up?
Boba
March 15th, 2008, 10:48 PM
Can't you keep all your little problems to one thread instead of cluttering the forums up?
Straight up ballin'
SnaFuBAR
March 15th, 2008, 10:50 PM
i mean, seriously, 4 question threads on the first page that could've all been in one thread. stop.
paintballakid5
March 15th, 2008, 11:06 PM
ok, sorry about that... but i guess i'll use this thread, can someone gimme some help?
thanks!
Kalub
March 16th, 2008, 05:31 AM
Open up the assault rifle's tag and look around -- I don't have HEK right this second or I could be a little bit more of some help.
Invader Veex
March 16th, 2008, 08:15 PM
Why not stop arguing and give the guy some help?
in MAX:
Make two planes where you want the numbers to be. (one for each number)
Make them as separate materials. names the tens number: numbers1 - name the ones number: numbers0
export jms and create gbxmodel
open up the new model tag in guerrilla
Under shaders there should be two named the same with tag file being weapons\assault rifle\fp\shaders\numbers. If not, make it like that in both. It should have already made permunition numbers 1 and 0.
compile map, test
Ki11a_FTW
March 16th, 2008, 09:29 PM
i told you that :-P
Invader Veex
March 16th, 2008, 10:05 PM
So. :0
paintballakid5
March 17th, 2008, 11:38 AM
:)alrighty i got it to work, thanks a million invader veex.
could someone tell me what i should name the material in MAX for a compass?
paintballakid5
March 17th, 2008, 06:45 PM
ok, never mind, invader veex helped me :)
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