Clear
#15 posted by madfox on 2009/05/19 02:46:41
You could import a frame from an entirely different model
This reminds me to the moment I had the last death frame of granito,
and used the expand function in Milkshape to make all polyhedrons
wide out as an explosion.
It took me quiet some time to make sure I had the right count.
The frame imported the well, but when I closed qmle and reopened the old death frame came back again.
So it are the vertice count that need to match, not the triangles?
Frogman
#16 posted by madfox on 2009/05/21 19:58:16
In my search to new monsters I'm fixed upon the need of some danger in Quake waters. Only the hartbreaking code part stopped me from doing. This doesn't avoided me to try and I came up with this creature.
In Quake defs it outranges the limits as it goes up to 507 verts and 957 triangles. But I still see it appear in Quake so my greatest concern is to have it good skinned.
http://members.home.nl/gimli/frogman.gif
Ribbit
#17 posted by meTch on 2009/05/21 21:24:31
;]
HE WILL LIVE!
#18 posted by ijed on 2009/05/24 20:59:51
Texture Question
#19 posted by madfox on 2009/06/18 23:51:21
I restarted the frogman again because the base frame had a bad texture error. By doing so I got messed up with vertice errors that went so far that now on my x-th frame I became a little nerd.
I wondered. If I look at the dragon.mdl of DOE it seems they have cut the whole monster flat on the texture frame. If I look at my base frame I get the picture of the monster front and back. If I cut the monster into pieces (sure, one day) Qmle gives me the well known error: vertices and triangles are not the same.
How do they do it?
Right
#20 posted by madfox on 2009/06/20 22:39:19
found it. it has something to do with cheating qmle import and export abbilty's.
yes, this makes the texturing a lot more acurate.
Crossbow
#21 posted by madfox on 2009/09/10 03:26:11
I plunged myself adding a new weapon in Quake1 and have come to the point I could compare it with the SuperNailgun. I added an arrow and add it to this weapon. Sofar sogood.
Then my perfektionistic habbits turned up and thought: how can I make this arrow fall to the ground instead of vanishing in space?
I'll stop because I want it's velocity not as fast as 1000 and I want it replaced by the axe and... so how make I fall it against a wall and it lies there for say a few seconds?
And post with content so here I go...
http://members.home.nl/gimli/cross.zip
#22 posted by necros on 2009/09/10 03:58:08
i did this for my stake gun a while back.
essentially, you're going to go into the projectile touch function and get rid of the the lines calling remove(self) or SUB_Remove().
now, it's a matter of changing the movetype, so where the remove lines were, you put it self.movetype = MOVETYPE_BOUNCE.
now, you don't want the thing to stay there forever, so we're gonna put SUB_Remove() back in, but in a different way.
put in self.nextthink = time + 4 and under that self.think = SUB_Remove. this will get rid of it 4 seconds after it hits.
finally, you can add in some extra stuff like making it spin around randomly with setting self.avelocity to some random values or you could spawn a TE_GUNSHOT for sparks or something else.
Thanks
#23 posted by madfox on 2009/09/10 21:26:12
necros, I will try it out.
But I was thinking, what if the arrow doesn't hit a wall but a monster?
Then it should disappear immediate.
#24 posted by necros on 2009/09/10 21:33:22
you're quite right.
luckily, it's very easy to do so.
simply make a check:
if (other.flags & FL_MONSTER)
remove(self);
this will check if other (whatever it hit) is a monster, and if so, remove itself.
Mf
#25 posted by ijed on 2009/09/10 21:48:10
Look in the RQ code for nails.
What The...
#26 posted by necros on 2009/09/11 09:30:01
apparently you can have skin groups on models. o.o
#27 posted by JneeraZ on 2009/09/11 13:48:41
Yeah, I discovered that when fooling around with my model editor. Some cool stuff could be done like blinking lights on enforcer suits and blinking, glowing eyes on monsters.
Yep
#28 posted by ijed on 2009/09/11 13:52:09
Animated monster and weapon skins. You remember the 'talking' skins in Seal of Nehahra?
Max 4 Though
#29 posted by ijed on 2009/09/11 13:52:22
Necros
#30 posted by madfox on 2009/09/11 16:24:49
I renewed the download with my additions.
Although I altered the weapons.qc with your advice on #22 the arrow seems to stick in the wall and slightly turn to left untill it meets the corner. Then it disappears.
I also added the grenade tumble but it doesn't append.
I only had one time it started raining arrows.
You can cheque it on the same download.
#31 posted by necros on 2009/09/11 20:17:13
you put all the stuff in the if statement that checks if it hits sky, that's why.
Statements
#32 posted by madfox on 2009/09/12 02:11:38
It was the first calling remove(self) in arrow_touch I came to.
I didn't realize it had to be the second one on the end of the script.
It's working well now, thanks!
Am I Wrong
#33 posted by ijed on 2009/09/12 02:18:05
But shouldn't just adding 'nextthink X' and leaving SUB_remove have this work?
The projectiles would still do damage while waiting to be removed, but not if their touch was changed / removed.
Argh. The definition of complex - lots of simple.
G-Rail Gun
#34 posted by madfox on 2009/09/20 15:10:29
I followed the code of Dr.Shadowborgh to make a new weapon in Quake1. I added the Q2 g_rail gun and assigned it to the double shotgun.
So far so good.
Now my concern is starting a game with the g_rail.mdl.
Although this weapon is coded on the doubleshotgun (3) it loses its touch when I switch to the shotgun.
So when I still have enough cells to shoot, the game only offers me the railgun again when I collect the DS.
So stop shooting is gone gun.
I am forced to add a double shotgun too before I can acces the railgun again.
Is there a model-code to solve this?.
example:
http://members.home.nl/gimli/grail.zip
Erratum
#35 posted by madfox on 2009/09/20 15:16:06
assignement is 8
replacement thunderbolt.
Coverting Q1 Mdl File Into Some Format Readable By 3ds Max
#36 posted by necros on 2009/10/13 00:27:45
normally, i would just do a dxf export from qme and import that into 3ds, but for what i want to do, i need a fully animated model (with all it's frames in order).
i have a .mdl converter (mdl.exe) but it's about the dumbest thing i've ever seen as the program outputs all the frames as seperate meshes into the .3ds file it outputs. so when you import it, you get like 150~ duplicate meshes, all different frames.
am i sol for this? any utilities i'm unaware of?
If You Find One
#37 posted by ijed on 2009/10/13 01:58:45
Post it.
I've been hunting but have drawn a blank so far.
Necros
#38 posted by madfox on 2009/10/13 20:39:31
Don't you have the Q2MDLR9B, I searched for it but it's one old Q2 mdl converter with also Q1 models. It exports into 3DS very easily compatible toMax3D.
Here's a linkhttp://members.home.nl/gimli/q2mdlr9b.zip:
Oopsh...
#39 posted by madfox on 2009/10/13 20:40:07
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