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hexen 2 visual weapons?

PostPosted: Wed Jul 04, 2012 3:40 am
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?

Re: hexen 2 visual weapons?

PostPosted: Wed Jul 04, 2012 7:43 am
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! :)

Re: hexen 2 visual weapons?

PostPosted: Wed Jul 04, 2012 11:00 am
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.

Re: hexen 2 visual weapons?

PostPosted: Wed Jul 04, 2012 12:04 pm
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.