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
GG Kaisersozeh
Glad you worked it out. +1 for apologizing it takes guts (not many people do it around here.)
BUT.... What mod/game was it????????
hey props to you for admitting your mistake and apologising, a lot of people would just nope the fuck out...
We're a grumpy old bunch, but we do try to help, if you have questions about things that we can actually help with then most of us here are up for it =P
No Worries
#30788 posted by Kinn on 2019/01/28 21:08:57
+1 for being curious about what mod it was...
The Mod I Used
is something I'm writing. I am new to this but essentially I am writing a mod close the original but with an onus on player immersion.
SO screen shake, rumble on landing, weapons customised around the interface. more blood than ID could get away with, that sort of thing. The wii interface is the same as contemporary(ish) wii FPS, like COD. Wiimote to shoot and nunchuck to move. It's a really immersive way to play, I'd honestly say it's better than console joypad, way better than a keyboard and mouse. Anyhoo, was cherry picking bits of qc from tutorials and old mods sharing their qc - and I ended up with a big mess. I couldn't tell you where i got all this stuff from, and I am meant to have rolled back and started from scratch.
tHAnkS peoples, I am a idiot
GG WP Getting To The Bottom Of It.
#30790 posted by Shambler on 2019/01/28 21:42:01
Kaisersozeh
Keep us updated. I love that this uses Wiimotes! Want to try it when ready.
A Good Week For Quake
Lots of new releases. From new faces to boot. Quake Mod Jam seems to be cooking up well. All kinds of activity on func as well.
GG Quakers.
#30793 posted by mankrip on 2019/02/01 14:47:38
Watching some gameplay videos, what I dislike the most about multiplayer-style gameplay is people behaving like epileptic coffee addicts on crack, shaking the camera more than Michael Bay.
This may be fun in multiplayer, but completely ruins the atmosphere of the game in singleplayer.
I do recognize that it requires a lot of skill though.
Shaking The Camera More Than Michael Bay.
#30794 posted by spy on 2019/02/01 14:57:44
depends on the mouse sensitivity, i used to play with 20 something bUck in the days, and 5-6 now
Fgd Settigns For .bsp Models In Misc_model
#30795 posted by Reyond on 2019/02/08 23:14:02
Hello, I place models on the map in Trenchbroom using misc_model entity and I have some code for fgd file which works with mdl models. I wonder is it possible to display bsp models in editor? Which code should I use in this case? Here is the fgd settings that I use:
@PointClass base(Appearflags, Target, Targetname) size(32 32 16) color(255 128 0) studio({ "path" : model}) = misc_model : "A point entity for displaying models. A frame range can be given to animate the model.
mdl: The model to display. Can be of type mdl, bsp, or spr.
frame: Single frame to display. Can also be used to offset the animation.
first_frame: The starting frame of the animation.
last_frame: The last frame of the animation.
speed: The frames per second of animation. Divide 1 by the fps for this value.
angles: pitch roll yaw (up/down, angle, tilt left/right)
NOTE: set angle value to 0 if using angles key to rotate mdls"
[
model(string) : "Model Selection (ex progs/model.mdl)" angles(integer) : "set 'angle' to 0 if this is used"
]
Reyond
This might be a limitation in TrenchBroom or FGDs in general. ( I assume someone will jump in if I am wrong) You will likely have to add each BSP model by hand to the FGD. Note the bogus classname misc_model_custom. I think you'll need that to keep the misc_model from be superseded by this new one.
Perhaps try a new entry that looks like this:
@PointClass base(Appearflags, Target, Targetname) model({ "path": ":directory/nameofbsp.bsp"}) = misc_model_custom : "my model" []
I have no idea if this will work but it's what I would try.
I‘m Not Sure What The Question Is
#30797 posted by SleepwalkR on 2019/02/09 07:35:29
But TB definitely supports loading bsp models, and it also supports entities where the model, frame, and skin is specified using entity properties rather than hardcoding them into the fgd. This is explained in the manual.
Hey, Bal!
#30798 posted by generic on 2019/02/10 04:23:06
Get on Twitch already and do some more mapping. Come on!
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