Visible Weapons Help

Discuss the creation of various model formats for Quake engines, and related matters to modeling.

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Visible Weapons Help

Postby c0burn » Fri Dec 02, 2016 9:33 pm

So - I have the standard player.mdl, and a g_plasma.mdl, and I got into qme, and merge the g_plasma.mdl into player.mdl because I was to animate it on the quakeguy. The vertices get all fecked up, like so:

How do I fix this? What other ways of doing this are there? How did other people do it?
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Re: Visible Weapons Help

Postby frag.machine » Sat Dec 03, 2016 2:32 pm

That' because the weapon model don't have front and back sides, like the player.

There is no easy fix for that AFAIK. You may try to set all vertices to seam and then set individual triangles to front or back side (I don't know if QME has any way to do this, I would use QuArK 4.07 instead), but probably things will still look wrong.
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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Re: Visible Weapons Help

Postby qbism » Sun Dec 04, 2016 3:37 am

IIRC, someone did a qc mod years ago with manual positioning of visible weapons as separate models, but I couldn't find it with a google search. Painkeep 2 has visible weapons. Might need an engine with movetype_follow extension for it to work.

Otherwise will need to reanimate in Blender or some such.
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Re: Visible Weapons Help

Postby JBallou » Tue Mar 21, 2017 2:53 pm

It was simply called vwep, and it only had all 8 original weapons. It required changing the actual player model and syncing animation state, but worked well enough that it was probably my most popular mod.
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