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Postby dreadlorde » Fri Feb 05, 2010 7:19 pm

Those look pretty awesome Irritant. I wish I could play Alien Arena. :P
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Postby Irritant » Fri Feb 05, 2010 8:44 pm

dreadlorde wrote:Those look pretty awesome Irritant. I wish I could play Alien Arena. :P


Why can't you play?

Anyway, it's done :) I'm getting faster in my old age...

Image

Next, working on the new disruptor model.
http://red.planetarena.org - Alien Arena and the CRX engine
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Postby dreadlorde » Sat Feb 06, 2010 12:48 am

Irritant wrote:Why can't you play?
My laptop is a piece of crap. I hope on buying a ThinkPad W510, which should be able to run it.

The model looks great finished!
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Postby xaGe » Sat Feb 06, 2010 3:37 am

..That is a very nice model Irritant. :)
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Postby Error » Sat Feb 06, 2010 9:16 am

video description says it all:

Quake Visual Weapons : No weapon frames.
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Postby Teiman » Sat Feb 06, 2010 10:02 am

Error wrote:video description says it all:

Quake Visual Weapons : No weapon frames.


A Third Person Shotter will be awesome. And visual v weapons is a way to add to the polycount of the character model, withouth changing the quake aestetic one bit. So this video is awesome..
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Postby Error » Sat Feb 06, 2010 10:33 am

and yes, I know that's the axrun animation :lol:

Thanks Tei

Another bonus to visual weapons is you can .colormod, scale, alpha, have multiple skins, to the weapon and not the player... hell even use client colors to change the colormap if you wanted.
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Postby Chip » Sat Feb 06, 2010 11:48 am

If only the player's wobbling was gone...
If only md3 models would be implemented as standard in all engines...
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Postby ceriux » Sat Feb 06, 2010 4:59 pm

Error wrote:video description says it all:

Quake Visual Weapons : No weapon frames.


that video looks pretty cool. i bet the code for that has to be crazy
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Postby Wazat » Sat Feb 06, 2010 8:02 pm

Error wrote:and yes, I know that's the axrun animation :lol:

Thanks Tei

Another bonus to visual weapons is you can .colormod, scale, alpha, have multiple skins, to the weapon and not the player... hell even use client colors to change the colormap if you wanted.


If you're playing first-person, then combine that vwep feature with .viewmodelforclient on a second model. Then you can do the same effects on the player's view weapon, and it looks damn cool.

A bright blue colormod + high transparency is a very very nice quad effect.
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Postby Error » Sun Feb 07, 2010 9:19 am

thanks everyone.

added it into Quake tonight:
Visual Weapons : Quakified
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Postby frag.machine » Sun Feb 07, 2010 2:01 pm

Error wrote:thanks everyone.

added it into Quake tonight:
Visual Weapons : Quakified



Awesome. Can you make a tutorial about this ?
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Postby Baker » Sun Feb 07, 2010 2:10 pm

Error wrote:thanks everyone.

added it into Quake tonight:
Visual Weapons : Quakified


Is that the DME player model or did you do something incredibly awesome?
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Postby Error » Sun Feb 07, 2010 6:04 pm

that is just the player.mdl minus the gun/axe.
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Postby Junrall » Sun Feb 07, 2010 8:27 pm

Very cool :P



I realize that this was intended for 3rd person view, but I am curious about this being used for 1st person view... did I read somewhere that this method is not good for the standard 1st person view? Something to do with the model interfering with the view... or vice versa? Any ideas as to how this could be implemented for the 1st person view?

As I said, Very Cool! It is things like this that inspire me to have a "give it a try" attitude.
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