Forum

Quake really needs some generic .mdl open source models

Discuss anything not covered by any of the other categories.

Moderator: InsideQC Admins

Postby ceriux » Thu Oct 30, 2008 10:32 pm

i think ill just leave it alone, i think having it flying thru the air before it explodes is more important than it sitting on the floor for a few more seconds before it explodes.

EDIT: anyways downloads up.
User avatar
ceriux
 
Posts: 2223
Joined: Sat Sep 06, 2008 3:30 pm
Location: Indiana, USA

Postby Baker » Thu Oct 30, 2008 11:29 pm

ceriux wrote:EDIT: anyways downloads up.


Link?

Btw, about your grenade displaying ...

The grenades in Quake have a specific size and actually when on the ground aren't completely on the surface.

One solution would be to scale the model to approximately the z size of the grenades in Quake. An alternate solution would be messing with the QuakeC.


Nevermind the link thing, I found it ...

http://z10.invisionfree.com/Quaked/inde ... owtopic=12
User avatar
Baker
 
Posts: 3666
Joined: Tue Mar 14, 2006 5:15 am

Postby ceriux » Fri Oct 31, 2008 2:23 am

should i make a grenade launcher to go with the grenade?
User avatar
ceriux
 
Posts: 2223
Joined: Sat Sep 06, 2008 3:30 pm
Location: Indiana, USA

Postby Spirit » Fri Oct 31, 2008 8:29 am

I am stupid when it comes to things like this, but can't you simply adjust the bounding box to fit the new model?
Improve Quaddicted, send me a pull request: https://github.com/SpiritQuaddicted/Quaddicted-reviews
Spirit
 
Posts: 1031
Joined: Sat Nov 20, 2004 9:00 pm

Postby Dr. Shadowborg » Fri Oct 31, 2008 3:57 pm

spirit: That would be doable for DP, but not for other engines. (world interaction sizes are fixed and non-variable, though entity to entity interactions are...)

ceriux: Don't worry about the part where it's lying on the ground, it's probably possible to do something to it where it would look okay via quakec.

Also, in regards to grenade launcher to go with it, yes please! :D
User avatar
Dr. Shadowborg
InsideQC Staff
 
Posts: 1110
Joined: Sat Oct 16, 2004 3:34 pm

Postby Urre » Fri Oct 31, 2008 8:39 pm

borg: actually there's very little difference between how it works in DP and other engines. DP still doesn't let you have non-fixed size entities on q1bsp maps, only q3bsp. And yes, entity<->entity collisions work independent of map type, on both DP and other engines.
I was once a Quake modder
User avatar
Urre
 
Posts: 1109
Joined: Fri Nov 05, 2004 2:36 am
Location: Moon

Postby ceriux » Fri Oct 31, 2008 8:47 pm

wip of the launchers barrel :D

Image
-update-
Image

im not sure if i like it... i may do another once i get a better idea.
User avatar
ceriux
 
Posts: 2223
Joined: Sat Sep 06, 2008 3:30 pm
Location: Indiana, USA

Postby Baker » Fri Oct 31, 2008 9:50 pm

I can't wait to see some of your models as your experience grows.
User avatar
Baker
 
Posts: 3666
Joined: Tue Mar 14, 2006 5:15 am

Postby ceriux » Fri Oct 31, 2008 10:32 pm

yea? thnx :D

anyways what iv started on the newer one.

Image
User avatar
ceriux
 
Posts: 2223
Joined: Sat Sep 06, 2008 3:30 pm
Location: Indiana, USA

Postby frag.machine » Sat Nov 01, 2008 12:01 am

ceriux wrote:wip of the launchers barrel :D

-update-
Image


Watch out for the Heavy Guy, This one looks a lot like Sasha. :)
I know FrikaC made a cgi-bin version of the quakec interpreter once and wrote part of his website in QuakeC :) (LordHavoc)
User avatar
frag.machine
 
Posts: 2090
Joined: Sat Nov 25, 2006 1:49 pm

Postby ceriux » Sat Nov 01, 2008 2:24 am

ehh i scrapped that one, it was WAY to high poly twards the back ne ways.

UPDATE:

Image
User avatar
ceriux
 
Posts: 2223
Joined: Sat Sep 06, 2008 3:30 pm
Location: Indiana, USA

Postby Dr. Shadowborg » Sun Nov 02, 2008 7:06 pm

urre: Note I said it was possible in DP, I didn't actually get into HOW it was possible. (/me does the weasel out) :P :wink:

ceriux: Very nice, tho the grip on the top kinda confuses me as to which end the 'nades are supposed to come out? That aside, I like! :D
User avatar
Dr. Shadowborg
InsideQC Staff
 
Posts: 1110
Joined: Sat Oct 16, 2004 3:34 pm

Postby ceriux » Sun Nov 02, 2008 11:56 pm

sorry, :D it will look 10x better when im done uv mapping and skinning it.
User avatar
ceriux
 
Posts: 2223
Joined: Sat Sep 06, 2008 3:30 pm
Location: Indiana, USA

Postby CocoT » Sun Nov 02, 2008 11:59 pm

Yeah, very good-looking stuff, Ceriux! :)
Neurotic Conversions - New location: Update your bookmarks!
User avatar
CocoT
 
Posts: 695
Joined: Tue Dec 14, 2004 5:39 pm
Location: Belly-Gum

Postby revelator » Mon Nov 03, 2008 12:21 am

oh cool stuuf :d wish i could do something like that my attempt at reskinning the quake mdl's failed badly :lol: for some reason qme places the skins either topside down or back to front or with the wrong scale when i try :|
User avatar
revelator
 
Posts: 2567
Joined: Thu Jan 24, 2008 12:04 pm
Location: inside tha debugger

PreviousNext

Return to General Discussion

Who is online

Users browsing this forum: No registered users and 3 guests