![]() ![]() When under attack, the building is equipped with an arsenal of weapons and fleets of attack fighters at its disposal to ward off attackers. It is a massive, pyramid-shaped building. This is the location of Mental's former residence. Notable locations Mental Institution Main article: Mental Institution ![]() He reports whatever usually takes place in the city, like acts of crime or The Alliance's forces invading. Siriusopolis has its own news broadcasting station, GNN Live, with George B. Many anti-air defenses have been placed throughout the city to shoot down any enemy aircraft, and large amounts of Orc infantry, accompanied by tougher enemies such as Spider Mechanoids, patrol the city to ensure the safety of the city's citizens. The city also has an automatic transit system and its own law enforcement to ensure law and order throughout the city.Īs Siriusopolis is controlled by Mental's forces, they are tasked with protecting the city from any enemies that enter its territory. It has a rather futuristic theme to it, with hovering vehicles and spaceships being the main form of transportation. The cityscape is dominated by tall skyscrapers, offices and other buildings similar to that of cities on Earth. It is a massive thriving metropolis and roughly the same size as New York City. Your weapons will appear at your feet in third person if you swap weapons after changing to a "non-player model".Siriusopolis is perhaps the largest city on the planet Sirius, as well as Mental's former base of operations. Trying to mount a vehicle as an object will most likely result in a game crash if you're a prop object, you can slide around, but you can't use the movement keys to move yourself It has to have a mechanism named "Default" in order for it to be playable. To check if an object is playable, you'll have to have to check the model's collision with "code mode" (Press Shift Ctrl Alt c) in SEd2. This isn't limited to only enemy models, you can play as certain objects and NPCs as well. Now, if you've put in everything correctly, the model should be playable in SS2. It's just a description for the player list. Yet again, create a new text file in the Player folder, and rename it now or later, making sure the filename will be the same as the. For those who don't know, a value of 1 means no stretch. MODEL_STRETCH=""It adjusts the model stretch for the model. The next file you'll create will cover this.Īs well, in the InSamnity! 2 mod, Dk added a new option for. But if you want at least something for it, you can use "Content/SeriousSam2/Textures/Interface/Hud/adrenaline.tex"ĭescription: Unneeded as far as I know. You can look through your All.log file to find them. Or, if other players have used enemy models in a game you've been in, most likely they've left errors in your console, which include filepaths. You have to search for the filepath in SEd2. Model: Those of you who are inexperienced with SEd2 may have trouble with this step. And if you don't know what to put in for some of them. ![]() Now, copy the "code" above, and you can fill it in. If you add the extension now, you'll have to right click it and select "Open With", and open it with a text editor (such as Notepad). You can name it now, or later, it doesn't matter as long as it gets a. nfo file for a model.nfo files follow this format:ĭESCRIPTION=First, make a blank text file in (from your main Serious Sam 2 folder) 'Content\SeriousSam 2\Models\Player' (if you don't have this path, create it). In the new window, select the "View" tab, under "Advanced settings", scroll down until you find "Hide extensions for known file types", and uncheck it (if it's not already). In any folder, click on "Tools/'Folder Options.'" in the toolbar. txt, etc.) (If your computer already shows file extensions, you can skip this step). (any setting locations are as they are in Windows XP, and may be different for other operating systems)Īnyways, first, you have to make sure that your computer shows each file's extension (.exe. It's about time I got around to making this. ![]()
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