× Packages with Vehicles and Planes and Guns, own Models and Textures

[1.7.10]Flan's Mod Plus

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3 years 6 months ago #78321 by XPC_TW
Replied by XPC_TW on topic [1.7.10]Flan's Mod Plus
Hello,I would love to use this mod for our Server and use it play with player,That‘s Interesting,I would like to get permission,Contact me if you want!
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3 years 6 months ago #78323 by codeout44
Replied by codeout44 on topic [1.7.10]Flan's Mod Plus
When I using weapon box in flan mod plus 1.0.4 always crash, that broke my game.
Have any solution?
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3 years 5 months ago #78513 by ItsBlockFighter
How to disable MapWriter?
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3 years 5 months ago #78514 by DMP_050603
Replied by DMP_050603 on topic [1.7.10]Flan's Mod Plus
Press letter N
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3 years 5 months ago - 3 years 5 months ago #78518 by my-thanks
Replied by my-thanks on topic [1.7.10]Flan's Mod Plus
There is some problem/question I want to ask you. Why did you put the rotation point of all the parts of your new animations to (0,0,0)? It's harder to do for each part? I think it might be more friendly to attach the rotationPoint in (0,0,0) and translate it after the anim by mod. Sorry for my English.
EDIT: We can build any part with special rotaton point and than move it by:
<part>.setRotationPoint( nNF, mMF, cCF );
Oh. Its for PrototypeTheta. I'm sorry.
Last edit: 3 years 5 months ago by my-thanks.
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3 years 5 months ago #78524 by Prototype
Replied by Prototype on topic [1.7.10]Flan's Mod Plus

my-thanks wrote: There is some problem/question I want to ask you. Why did you put the rotation point of all the parts of your new animations to (0,0,0)? It's harder to do for each part? I think it might be more friendly to attach the rotationPoint in (0,0,0) and translate it after the anim by mod. Sorry for my English.
EDIT: We can build any part with special rotaton point and than move it by:
<part>.setRotationPoint( nNF, mMF, cCF );
Oh. Its for PrototypeTheta. I'm sorry.


Due to how the animations work it must be done this way. If there were an alternative I'd pursue it.
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