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Re: fun idae

Postby daemon » Tue Apr 15, 2008 5:18 pm

leileilol wrote:- tag weapon system, for putting any weapon model on the hand of the player, plus animated muzzleflashes, lighitng from barrel, etc


this can be done with the origional model minus the gun and the axe. I've already done it with the running animation, and all the melee animations. The only problem is getting the avelocity of the weapon to not spin the wrong direction in certain situations. though, an md3 conversion with tags would obviously be easier.

(i sorta like the wobbly look though)
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Re: fun idae

Postby leileilol » Tue Apr 15, 2008 5:24 pm

Electro wrote:Oh, you're right sorry that would require work.
Nevermind I won't bother posting again.

boo hoo :roll: p.s. reading is great

daemon wrote:
leileilol wrote:- tag weapon system, for putting any weapon model on the hand of the player, plus animated muzzleflashes, lighitng from barrel, etc


this can be done with the origional model minus the gun and the axe. I've already done it with the running animation, and all the melee animations. The only problem is getting the avelocity of the weapon to not spin the wrong direction in certain situations. though, an md3 conversion with tags would obviously be easier.

The Deathmatch Essentials method is hoggy and memory inefficient and high effort and is not modern and not what I want
daemon wrote:(i sorta like the wobbly look though)

sure you do
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Re: fun idae

Postby daemon » Tue Apr 15, 2008 6:04 pm

leileilol wrote:The Deathmatch Essentials method is hoggy and memory inefficient and high effort and is not modern and not what I want

Where can I get ahold of the source? I'd like to compare my method and their method. I'm not sure that it's done the same.

Update:
I found this quote with broken links on Blue's Quake News:
"Deathmatch Essentials
A spiffed up version of the really cool Deathmatch Essentials demo (4.4 MB) that was premiered at QuakeCon has been released on the Deathmatch Essentials page. The demo shows RAzOR Entertainment's new patch (to be released soon), which allows for crouching, and will also show what weapon each player is holding in deathmatch. To show the weapons, a new player model is required for each weapon, which requires 16 MB of RAM to accomplish (one of the reason's id chose not to do it), but if you have the RAM, and most do at this point, the effect works with no slowdown on the machine (and looks beautiful)."

Not the same method at all. What I do is map the offset and angles of where the weapon would be for each frame. Set the weapon as an attachment to the player, then apply the offset and angles, using avelocity to interpolate.

leileilol wrote:sure you do

now I like the wobble even more!
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Postby r00k » Sat Apr 19, 2008 5:25 pm

You mean in QuakeC like the way the CTF flag is done?
Could be done also engine-side if u hand-coded the angles for the weapons. Rich Whitehouse did some engine coding for his Quake Royale that used proper view angles based on the model's animation. Couldn't a pseudo tag support be made from the angles of the hands on the player model in the same manner? Or just make weapons with animation frames and use the player's origin as an offset? Ie, weapon.origin = weapon.owner.origin the + '0 0 16' is not needed since the .mdl already has that properly set.
Last edited by r00k on Sat Apr 19, 2008 5:28 pm, edited 1 time in total.
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Postby leileilol » Sat Apr 19, 2008 5:27 pm

r00k wrote:Couldn't a pseudo tag support be made from the angles of the hands on the player model in the same manner? Or just make weapons with animation frames and use the player's origin as an offset?

With DarkPlaces, who needs that?
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Postby r00k » Sat Apr 19, 2008 5:29 pm

I wasnt sure if you were going to use md3 or mdl. Can DP do tag support for MDL?
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Postby leileilol » Sat Apr 19, 2008 5:32 pm

r00k wrote:Can DP do tag support for MDL?

Only tags objects to their origin if used with MDL because the MDL format does not do tags.
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Postby daemon » Sat Apr 19, 2008 9:28 pm

r00k wrote:You mean in QuakeC like the way the CTF flag is done?

no, I don't mean like that. I mean in a similar but better way. the CTF method updates the origin and looks choppy.

r00k wrote:Could be done also engine-side if u hand-coded the angles for the weapons. Rich Whitehouse did some engine coding for his Quake Royale that used proper view angles based on the model's animation. Couldn't a pseudo tag support be made from the angles of the hands on the player model in the same manner?

this would still be done in QC, not in the engine, but that's almost exactly what I was suggesting. If MD3s are going to be used there's no need of course. This would just be for MDL. This is the method I've been using in the mod I've been working on except that I set the weapon as an attachment so that I don't have to take the player's origin and angles into consideration. It works and looks good as long as you can calculate avelocity correctly when interpolating. (setting an origin and angle offset every frame looks choppy, so I use avelocity and velocity to move the weapon around instead) I even have a blade offset for melee weapons so I can trace where the bade of the axe is actually making contact, but that requires some difficult vector math :)

r00k wrote:Or just make weapons with animation frames and use the player's origin as an offset? Ie, weapon.origin = weapon.owner.origin the + '0 0 16' is not needed since the .mdl already has that properly set.

that method would work better if the weapon was simply set as an attachment, so no origin updating would be necessary, but still pretty bulky and hard to make weapons for considering you have to animate them.
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