Quake really needs some generic .mdl open source models
Moderator: InsideQC Admins
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
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Baker - Posts: 3666
- Joined: Tue Mar 14, 2006 5:15 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
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!
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!
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Dr. Shadowborg - InsideQC Staff
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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
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Urre - Posts: 1109
- Joined: Fri Nov 05, 2004 2:36 am
- Location: Moon
ceriux wrote:wip of the launchers barrel
-update-
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)
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frag.machine - Posts: 2090
- Joined: Sat Nov 25, 2006 1:49 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)
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!
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!
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Dr. Shadowborg - InsideQC Staff
- Posts: 1110
- Joined: Sat Oct 16, 2004 3:34 pm
oh cool stuuf :d wish i could do something like that my attempt at reskinning the quake mdl's failed badly
for some reason qme places the skins either topside down or back to front or with the wrong scale when i try 
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revelator - Posts: 2567
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