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 Post subject: Atlas / Frank Fontaine
PostPosted: Tue Jul 13, 2010 3:55 am 
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Joined: Sat Jul 25, 2009 2:26 am
Posts: 1419
Image

Original Game;
BioShock

Original Authors;
2K Games

Notes;
Fingers arent rigged as they didnt match the skeleton. Also the ragdolls arm movement is limited to avoid ugliness.
The diffrent skins are stored in texturegroups u can set ingame. How? Eventscripts can, guess Sourcemod can aswell.
Download of the additonal textures is disabled by default tho.
I gave the glowing effect a simple animation.


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S-LoW - Atlas.7z [33.15 MiB]
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 Post subject: Re: Atlas / Frank Fontaine
PostPosted: Tue Jul 13, 2010 8:03 am 
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Joined: Thu Jan 14, 2010 4:40 pm
Posts: 152
Location: Estonia
Thanks man,love them


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 Post subject: Re: Atlas / Frank Fontaine
PostPosted: Tue Jul 13, 2010 5:47 pm 
 
 

Joined: Wed Jun 23, 2010 11:06 pm
Posts: 6
его можно да и таким сделать как показан на картинке светящийся такой?? ;)


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 Post subject: Re: Atlas / Frank Fontaine
PostPosted: Tue Jul 13, 2010 10:21 pm 
 
 

Joined: Fri Sep 25, 2009 7:12 am
Posts: 18
Solid.


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 Post subject: Re: Atlas / Frank Fontaine
PostPosted: Mon Sep 13, 2010 2:02 am 
 
 

Joined: Thu Jan 21, 2010 1:29 am
Posts: 1
Hey, i'm having troubles with this.
I'm using skin_chooser by Hunter (ES addon)
And I want to make the CT's the electric Atlas
and the T's the fire Atlas..

How in the world do I do this?
As in all skin addons, the downloads are there,
the original models and materials are downloaded
and the the fire and electric materials are as well.

Now I need to separate them.. But i'm not sure how?
I need there to be a separate FIRE materials and models,
and separate ELECTRIC materials and models...
How in the world would I do that?


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 Post subject: Re: Atlas / Frank Fontaine
PostPosted: Wed Sep 15, 2010 5:50 am 
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Joined: Sat Jul 25, 2009 2:26 am
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es_fire userID skin # if i remember right.


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