how to determine the position of a thing in elu or some thing!

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Re: how to determine the position of a thing in elu or some thing!

Post  chooks on Wed Jun 27 2012, 15:09

oh that suck
cant u show me how to make the "<USEP{ACITY/>" wall do not make the wall next to it become "see thru"?
oh it's hard to explain >.<

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Re: how to determine the position of a thing in elu or some thing!

Post  pluke001 on Sun Jul 01 2012, 10:27

chooks wrote:oh that suck
cant u show me how to make the "<USEP{ACITY/>" wall do not make the wall next to it become "see thru"?
oh it's hard to explain >.<

ugh, huh?

Some screenshots + code could help me to understand your question.
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Re: how to determine the position of a thing in elu or some thing!

Post  chooks on Sun Jul 01 2012, 17:17

oh 4get it!
now Im trying 2 use the 3Ds Max 2011
do u have any tut about it?
drawing map, add texture, render as mrs or something able in gunz?

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Re: how to determine the position of a thing in elu or some thing!

Post  pluke001 on Tue Jul 03 2012, 12:15

I never worked with 3dsmax
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Re: how to determine the position of a thing in elu or some thing!

Post  chooks on Tue Jul 03 2012, 15:05

oh kay~!
ohhmmmm
how about blender?

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Re: how to determine the position of a thing in elu or some thing!

Post  pluke001 on Wed Jul 04 2012, 00:03

was working with it long ago but stoped, dont remember most of it anymore Sad
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Re: how to determine the position of a thing in elu or some thing!

Post  chooks on Wed Jul 04 2012, 05:35

ohhh! so working wit GTK is not too hard!
but the way it me the "round" "circle" is verry "metal"
my problem is when i made a "circle" in GTK by useing the cut so... is still the "circle" but when i test. someing make the character cant moving as normal. the character is walking but have no move. just like been blocked by the playerclip. but in .map file have no player clip!
@@

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Re: how to determine the position of a thing in elu or some thing!

Post  pluke001 on Thu Jul 05 2012, 10:54

yeah, circles are very buggy when it comes to gtk radiant. Its because compiler is not fully finished and not all bugs fixed for it. You could avoid that if you worked with 3dsmax and compiled with 3dsmax too, but I dont know anything about that...
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