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Posted by metlslime on 2002/12/23 18:24:21 |
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No
this is the standard, off the shelf quake shotgun.
I'm not entirely sure the frames are described in the actual mdl.
When you fire your shotgun, there is an animation of the recoil - but then something else happens, in sync with the gun cocking sound towards the end of the shotgun wav file. You could call this cocking or reloading. Several frames where the gun could not be described as in a firing position.
OK. Rocket. You fire your rocket, where are the frames that describe happens between your rocket flying off and you being ready to fire another rocket?
I Appreciate It's A Lot To Ask Someone To Describe
If anyone has a working link to a tutorial or a bit of info regarding this , i would be much obliged.
#30763 posted by Kinn on 2019/01/28 19:45:53
https://i.imgur.com/2g2ehp0.png
quake's shotgun only has 7 frames.
It fires, recoils up and back a bit, then goes back to the rest pose. There is literally nothing in there that would make it appear to cock or reload.
Gonna ask a dumb question here...
Are you talking about a game called "Quake" or are you actually, in fact, talking about a different game, called "Quake 2" ?
Quake 2 has what you describe.
Quake
Does generally suffer from a lack of cock frames.
#30765 posted by metlslime on 2019/01/28 19:50:37
i mean, it's not hard to understand what the guy is asking. The weapon resets from a muzzleflash frame back to an idle frame, and the reset takes several frames.
if you look at the quakec, probably weapons.qc, you can see how the frames are sequenced. Aside from those frames, you might also be seeing interpolation if you use an engine with that feature enabled.
#30766 posted by anonymous user on 2019/01/28 19:52:33
Quake 1 Has What I Describe
As discussed, the frames I am looking for do not appear in the animation via QME. Searching for the rocket animation in QME will also show a similar animation of fire appearing at the end of the weapon and the weapon recoiling. It does not show you the animation reloading the rocket or moving it back into position. Clearly, these frames occur. Specifically, immediately following the firing rocket animation, and preceding the firing position for the next rocket. These are the frames i am looking for.
Is That You Neggers??
Metl
#30769 posted by Kinn on 2019/01/28 19:56:41
Yes, is it hard to understand exactly what the issue is here.
He is talking about some frames which he claims can not be seen in QME.
it is these frames that do not appear in QME
From his desription, it really does sound like he's looking for what we'd call "reload" or "cock" frames.
Metl.
Got any mapping going on recently?
Kaisersozeh
#30771 posted by Kinn on 2019/01/28 20:00:49
Even though you say this is standard quake, I am 100% convinced you are talking about non-standard weapon models, NOT the weapon models in original quake, ESPECIALLY when you say:
It does not show you the animation reloading the rocket
You are describing models from a mod. Which mod is it? It ain't standard quake.
It sounds like you are viewing in QME the standard quake models, which is why you are not seeing the special frames from the non-standard weapon models.
Kinn
Metlslime attached a jpeg that showed a q1 shotgun in a position that is not described in your screengrab of QME.
When you, yes you, personally, fire a rocket in quake, using a standard engine. What happens between you firing the rocket, and you being ready to fire another rocket?
Would you describe that as a reloading animation?
If you don't know the answer, that's fine, but can you be less smug about it, it's intimidating enough without you swinging your ego around?
thanks
Kaisersozeh
I have a couple of questions in order to get to the bottom of this problem.
What was the source of your version of quake? Was it Steam, GOG, CD, floppy disk?
What is the command line you're using to run quake?
What files are in your ID1 directory?
Metlslime
It's a standard NQ engine with a few extra bits, no interpolating - I am looking for those reset frames. It's in the animation macros but they're a little dense and i can't find links to tutorials that aren't dead. It isn't as simple as it looks! thanks.
#30775 posted by Kinn on 2019/01/28 20:26:05
If you don't know the answer, that's fine, but can you be less smug about it, it's intimidating enough without you swinging your ego around?
thanks
Now you're just being silly.
I think there's someone here who hasn't got a clue what's going on, but it ain't me.
I know quake like the back of my hand. You are NOT describing weapon models that came from the original quake, not matter how many time you say you are, you are NOT. You are describing weaponmodels that are coming off some 3rd-party mod. You are viewing the WRONG models in QME. That is why you are not seeing the right frames!
Just tell us what mod you are using!!!!!!!
Shamblernaut
This is something I've seen across my entire experience of playing quake1 - it's not the source at issue. But TO nrest your mind everything is standard NQ, except for some networking wii end controller stuff and gx rendering.
In short, qme will display the firing animation, showing the flash and recoil of the weapon.
However, further to this, between one shot and another, there is a sequence of frames not shown with the firing animation in qme, typically showing the rocket or shotgun in perpendicular angles as you realod it and return to firing position.
it is these frames that I am looking for.
Kaisersozeh
#30777 posted by Scrama on 2019/01/28 20:29:41
It's time for videocap. Can you get something like fraps and show us a few seconds of your animation?
Please, I'm really intrigued
@kaisersozeh
#30778 posted by Tribal on 2019/01/28 20:30:29
Here is a video showing all quake weapons. They don't have reload or cock animation, they just go back a little to represent that a bullet/rocket has left the barrel. And you can see all these frames are is QME:
https://www.youtube.com/watch?v=vCQoNIL2a08
#30779 posted by Tribal on 2019/01/28 20:31:32
*And you can see all these frames in QME
Kinn
No mod, i am editing the qc of a 1.06 progs.dat
Compare the animation in QME to your experience firing a shotgun in game
#30781 posted by Kinn on 2019/01/28 20:38:22
Compare the animation in QME to your experience firing a shotgun in game
I do and it's utterly, completely identical, frame-for-frame, just like the video Tribal posted above.
If you're experience does not match Tribal's video, then you've got your hands on some alternative weapon models from a mod, and you need to be viewing those in QME, not the standard weapon models which you are clearly viewing, in error.
*
#30782 posted by Kinn on 2019/01/28 20:39:35
you're / your (gah)
#30783 posted by metlslime on 2019/01/28 20:48:01
unless you're not looking at the correct mdl file, then all frames really are there in QME.
Sometimes the quakec uses frames out of order or re-uses them two places in a sequence, so following the frame macros might the way to understand this. Frame macros are defined in order to match the frames in the mdl file. If the firing animation uses them in a different order than they were defined, that could explain why you don't see the same sequence in QME.
OTP:
#30784 posted by metlslime on 2019/01/28 20:49:15
sadly, no. For various reasons like having a kid last year, I have basically no mapping time anymore.
I Got It Wrong
I fucked up. I am sorry. I was a bit intimidated, no excuse. I apologise to Kinn specifically, and to you all for wasting your time. Fuck
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