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  3. leileilol

Posts by leileilol

  • S.T.A.L.K.E.R uses Doom3 assets

    • leileilol
    • April 9, 2007 at 5:28 AM

    who are you, what is your point, and why do you have a deliberate warez site link as your home page

  • S.T.A.L.K.E.R uses Doom3 assets

    • leileilol
    • April 8, 2007 at 9:42 AM

    ha ha it's kinda funny they mustve took a time machine to use source back in 2001 to start the game with right :roll:

  • S.T.A.L.K.E.R uses Doom3 assets

    • leileilol
    • April 7, 2007 at 8:34 PM

    heh the only other similar case i know is with some of Battlezone's (the 98 one) sounds nicked directly from Quake, along with their same exact filenames. This was also mentioned on BZuniverse

  • S.T.A.L.K.E.R uses Doom3 assets

    • leileilol
    • April 7, 2007 at 7:23 PM
    Quote from Warby

    ever noticed that enemy territory and ut98 have the same explosions ??? )

    haha you're funny because there's no Unreal Tournament 1998! lol!

  • Gameplay Videos of old games

    • leileilol
    • April 2, 2007 at 6:49 AM

    Xargon

    http://www.youtube.com/watch?v=S8pTEYhp0m0

  • S.T.A.L.K.E.R uses Doom3 assets

    • leileilol
    • April 2, 2007 at 6:47 AM

    hahahaha i doubt ID software would sample from texture packs let alone sell some themselves!

    Valve aren't really a good example of anything to cite about.

  • The random model thread!

    • leileilol
    • March 31, 2007 at 11:42 AM

    NOTHING! But i've made a

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    from nothing to this.

  • blender

    • leileilol
    • March 31, 2007 at 11:36 AM

    everyones a lazy ass about writing smd scripts for blender though either due to three factors:

    - don't own half-life 2

    - don't want half-life 2 for political reasons of the company's ethics or steam

    - linux user only

    Some even try to write scripts with one of these factors in mind even. Kinda rediculous if you don't test with the game you're making it for.

  • The random model thread!

    • leileilol
    • March 31, 2007 at 10:22 AM

    [Blocked Image: http://mancubus.net/~cheapy/models/bdo.jpg]

  • The random model thread!

    • leileilol
    • March 29, 2007 at 10:12 AM

    [Blocked Image: http://mancubus.net/~cheapy/models/dn2.jpg]

  • Americans are NOT stupid

    • leileilol
    • March 28, 2007 at 10:08 AM

    jaywalking is better

  • New Spiderman 3 trailer? (leaked and unfinished)

    • leileilol
    • March 14, 2007 at 6:24 PM
    Quote from D3ads

    Yup... ancient. :roll:

    It is ancient. He added it very late because the youtube user is under a rock

  • Game soundtracks

    • leileilol
    • March 13, 2007 at 9:42 AM

    lame otaku run site of a big huge grey area though

  • The random model thread!

    • leileilol
    • March 10, 2007 at 8:12 AM

    [Blocked Image: http://mancubus.net/~cheapy/models/grenny.jpg]

  • Supermario Doom

    • leileilol
    • March 9, 2007 at 4:04 AM

    it's a really crappy mod i wonder how this crap is getting attention

    Go play Action Doom.

  • Blender SIMPLE animating?

    • leileilol
    • March 9, 2007 at 3:43 AM

    well I just posted a quick howto in that ramdon model thread

  • The random model thread!

    • leileilol
    • March 9, 2007 at 3:39 AM

    space make armature

    name your bones

    when done making and naming bones (MAKE SURE APPROPRIATE BONES HAVE APPROPRIATE PARENTS!!!) go parent the model to the skeleton and create named vertex groups

    set every vertex group to 0% on assigning each vert in edit mode

    assign appropriate vertex group to appropriate vertexes (like select l_arm group then select your actual left arm vertices) and assign with 1.000

    WOW YOU RIG ED

  • The random model thread!

    • leileilol
    • March 6, 2007 at 5:31 AM

    [Blocked Image: http://mancubus.net/~cheapy/models/lowlei2.png]

  • The random model thread!

    • leileilol
    • February 16, 2007 at 7:13 PM

    236tri

    [Blocked Image: http://mancubus.net/~cheapy/models/lowlei.gif]

  • The random model thread!

    • leileilol
    • February 3, 2007 at 6:16 AM

    just temporarily go into edit mode, and convert all quads to tris to get your count

    Before 2.4x I just used the triangle counter in the Decimator panel

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