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Postby Team Xlink » Sun Feb 07, 2010 8:34 pm

That is absolutely amazing.

Could you make a tutorial on that, please?
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Postby Wazat » Mon Feb 08, 2010 3:50 am

Junrall wrote: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.


It's probably not a problem... if you use an engine with .nodrawtoclient. Then you can make the model invisible to the user when he's in first person view.

For standard quake, the player will see the vwep. Maybe that won't be bad if the weapon and view_ofs are positioned properly, though.

Edit: Though you also have to worry about the effects of lag when you're not using client-side following (which would drive the player barking mad if he could see it flickering into his view all the time).
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Postby Spirit » Mon Feb 08, 2010 4:32 pm

A sudden burst of motivation made me make this little tool to weed out the good multiplayer maps from my collection (to remove the crap from the site...):

http://www.quaddicted.com/multiplayer/goodmap.php
Improve Quaddicted, send me a pull request: https://github.com/SpiritQuaddicted/Quaddicted-reviews
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Postby jim » Mon Feb 08, 2010 6:21 pm

zbang!
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Postby ceriux » Mon Feb 08, 2010 7:18 pm

jim , amazing
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Postby c0burn » Mon Feb 08, 2010 7:59 pm

Jim, that's lovely. Seriously well done.

http://www.hippoedit.com/syntax_details ... tax=quakec

Made this today. Got me a free copy so it was worth my time.
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Postby Irritant » Wed Feb 10, 2010 7:35 pm

Loving those textures Jim.

There is now four-five feet of snow on the ground where I live, and it's still snowing...so I have nothing to do but work on game models :D

Working on the new disruptor model. There are some glass parts not shown here that cover the blue plasma tube, and the readout area.

Image
http://red.planetarena.org - Alien Arena and the CRX engine
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Postby Baker » Wed Feb 10, 2010 9:02 pm

Irritant wrote:There is now four-five feet of snow on the ground where I live, and it's still snowing...so I have nothing to do but work on game models :D


Got stuck 50 miles away from home for 2 days. Downloaded mapping tools to entertain self:

Image

Image

Image

Image

Nexuiz texture set converted to Quake.
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Postby Irritant » Thu Feb 11, 2010 5:47 am

Finished disruptor(still not displaying the glass parts yet)

Image
http://red.planetarena.org - Alien Arena and the CRX engine
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Postby Junrall » Sun Feb 14, 2010 10:12 pm

Wazat wrote:
Junrall wrote: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.


It's probably not a problem... if you use an engine with .nodrawtoclient. Then you can make the model invisible to the user when he's in first person view.

For standard quake, the player will see the vwep. Maybe that won't be bad if the weapon and view_ofs are positioned properly, though.

Edit: Though you also have to worry about the effects of lag when you're not using client-side following (which would drive the player barking mad if he could see it flickering into his view all the time).


Well, I gave this a try, with Trickle's Vwep, using some of the "Stick Grenades" code. I can see where you would need to change the view_ofs position. Whenever you look down the weapon model pitches forward and appears to float in midair. A person would need to pitch the view forward as well. I can see how this would create some havoc for network games, but it would be cool for those SP games.
Heheh, this one is fun, but will have to go to the back burner... I have a lot of projects to finish. :wink:
Good God! You shot my leg off!
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Postby Downsider » Sun Feb 14, 2010 10:23 pm

Image

Modeled that piece of crap, now I'm trying to UV and texture it, but alas, I suck.

Anybody in the mood to do it for me? It's for a standalone PSP release, like [shameless plug]Cobalt Runner[/shameless plug].
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Postby LonePossum. » Mon Feb 15, 2010 9:12 am

What the fuck is that. I am actually semi disturbed there.
Do you want a player model of some kind, I could whip one up after school tomorow (Its 10.11Pm Monday here) Poly Limit?

Either that or I could give the UV and Tex a go. I can UV and tex it, it is just getting it back into Mdl format that I have trouble with if it is going to be run in quake.
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Postby xaGe » Mon Feb 15, 2010 2:42 pm

..South Park character model?



Image
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Postby frag.machine » Mon Feb 15, 2010 4:08 pm

xaGe wrote:..South Park character model?
Image


OH MY GOD - THEY SHOOT KENNY IN THE HEAD!
YOU BASTARDS!
I know FrikaC made a cgi-bin version of the quakec interpreter once and wrote part of his website in QuakeC :) (LordHavoc)
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Postby Downsider » Mon Feb 15, 2010 4:24 pm

Or maybe it was modeled after this:

Image

and it's supposed to look like that ;P
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