PD-97 Bloodhound

Post bug reports here.
Post Reply
User avatar
CaptainXavious
V.I.P. Member
Posts: 269
Joined: Tue 07 Jun , 2011 2:49 am
Contact:

PD-97 Bloodhound

Post by CaptainXavious » Tue 09 Sep , 2014 8:18 pm

-Slide does not lock open when empty.

-I want to update the fire anim(s) so that you don't see the shell drop straight down on eject at the end of the initial arc.

-Pickup meshes, both ammo and weapon, could stand to be bigger. About 2x bigger I think.

-Third person mesh could probably be about 50% bigger. Might be personal preference though.

User avatar
Azarael
UT2004 Administrator
Posts: 5365
Joined: Thu 11 Feb , 2010 10:52 pm

Re: PD-97 Bloodhound

Post by Azarael » Wed 10 Sep , 2014 2:45 am

Lacks IdleOpen, waiting for reanimation.

User avatar
CaptainXavious
V.I.P. Member
Posts: 269
Joined: Tue 07 Jun , 2011 2:49 am
Contact:

Re: PD-97 Bloodhound

Post by CaptainXavious » Wed 10 Sep , 2014 10:49 am

Oops, my mistake. Fixed it up along with all four fire anims, named the idle OpenIdle instead of IdleOpen.

User avatar
Azarael
UT2004 Administrator
Posts: 5365
Joined: Thu 11 Feb , 2010 10:52 pm

Re: PD-97 Bloodhound

Post by Azarael » Mon 15 Sep , 2014 3:08 pm

Fixed.

Post Reply

Who is online

Users browsing this forum: No registered users and 33 guests