hexen 2 visual weapons?
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hexen 2 visual weapons?
how is it that hexen 2 does the visual weapons? i was looking at a mdl in qme and it appears to have multiple weapon attachments or something?


i can only assume that they scale the weapons down and place them inside the player?


i can only assume that they scale the weapons down and place them inside the player?
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ceriux - Posts: 2223
- Joined: Sat Sep 06, 2008 3:30 pm
- Location: Indiana, USA
Re: hexen 2 visual weapons?
Nexuiz used a bone, iirc. It was called "Idontremeberhow" and then in qc you could set the origin of the weapon according to the origin of that bone. I don't know if hexen2 was using such a "modern" method! 
Meadow Fun!! - my first commercial game, made with FTEQW game engine
- toneddu2000
- Posts: 1352
- Joined: Tue Feb 24, 2009 4:39 pm
- Location: Italy
Re: hexen 2 visual weapons?
it uses a different frame, I believe.
its horrible like that.
but at least each player only has 4 weapons max.
if you're okay with extensions (dp+fte specific), use the 'setattachment' extension builtin, and externalmodelforclient.
its horrible like that.
but at least each player only has 4 weapons max.
if you're okay with extensions (dp+fte specific), use the 'setattachment' extension builtin, and externalmodelforclient.
- Spike
- Posts: 2892
- Joined: Fri Nov 05, 2004 3:12 am
- Location: UK
Re: hexen 2 visual weapons?
Each standing, attacking, running, crouching and swimming animations have 4 copies, one of each weapon, that are hidden away in their anus. It's the quake method, x2.
i should not be here
- leileilol
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- Joined: Fri Oct 15, 2004 3:23 am
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