hexen 2 visual weapons?

Discuss the creation of various model formats for Quake engines, and related matters to modeling.
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ceriux
Posts: 2230
Joined: Sat Sep 06, 2008 3:30 pm
Location: Indiana, USA

hexen 2 visual weapons?

Post by ceriux »

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?

Image

Image

i can only assume that they scale the weapons down and place them inside the player?
toneddu2000
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Location: Italy

Re: hexen 2 visual weapons?

Post by toneddu2000 »

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
Spike
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Re: hexen 2 visual weapons?

Post by Spike »

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.
leileilol
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Joined: Fri Oct 15, 2004 3:23 am

Re: hexen 2 visual weapons?

Post by leileilol »

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
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