Untitled RPG Project
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Re: Untitled RPG Project
It's a relatively easy process. The hard part was the frame interpolation. If I used velocity and avelocity instead it would be smoother, which I may try soon.
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Error - InsideQC Staff
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Re: Untitled RPG Project
But thinking about it, velocity and avelocity wouldn't work with movetype_follow... and any weird bugs will make it unstable as f*ck.
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Error - InsideQC Staff
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Re: Untitled RPG Project
its easier to just use setattachment/equivelent, then it can use the same timing etc as the player, and can even follow bones if you ever go with skeletal/md3 models.
- Spike
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Re: Untitled RPG Project
Can mdl files be used as attachments to md3's? That way the hats don't have to be animated and the online play doesn't get bogged down with all the constant moving of the hat?
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Error - InsideQC Staff
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Re: Untitled RPG Project
Since attachments require a tag (wich is not supported by .mdl files), I believe not. Unless the engine assumes by default the model origin (I recall reading this somewhere in DP docs) but even so you would need at least the player model to be in md3 format to define the head tag.
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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frag.machine - Posts: 2090
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Re: Untitled RPG Project
That's what I was thinking. I've got no problem converting the player model to md3, since it's done. I just don't want to have to do it a rediculous number of times.
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Error - InsideQC Staff
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Re: Untitled RPG Project
tag 0 (aka: "") is always the entity origin rather than an actual tag.
this makes it useful to attach to mdls, basically equivelent to movetype_follow but clientside instead.
you'll still need to change the .frame, because without tags you'll need to animate your attached ents to match the original's frames. With players, you should consider doing this in PlayerPostThink or somesuch.
this makes it useful to attach to mdls, basically equivelent to movetype_follow but clientside instead.
you'll still need to change the .frame, because without tags you'll need to animate your attached ents to match the original's frames. With players, you should consider doing this in PlayerPostThink or somesuch.
- Spike
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Re: Untitled RPG Project
The other way around. Mdl hat models on a md3 player model. Would that work?
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Error - InsideQC Staff
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Re: Untitled RPG Project
sure, why wouldn't it?
just make sure the attached model can be placed directly upon the tag's position (or rather that the attached entity's origin biases it correctly such that the model is nudged into the right place). as the tag moves around on the 'parent' entity, the child entity's rendered position will be changed according to it and the child's origin relative to that tag.
just make sure the attached model can be placed directly upon the tag's position (or rather that the attached entity's origin biases it correctly such that the model is nudged into the right place). as the tag moves around on the 'parent' entity, the child entity's rendered position will be changed according to it and the child's origin relative to that tag.
- Spike
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Re: Untitled RPG Project
So my next question is, can someone link to me how to convert my player model to md3 and bone-ify it OR can someone do this smallish task for me?
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Error - InsideQC Staff
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Re: Untitled RPG Project
I'd suggest to take the opportunity and add a tag_weapon to the player's hand.
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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frag.machine - Posts: 2090
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Re: Untitled RPG Project
It's on my list of stuff I have to do! 
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Error - InsideQC Staff
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Re: Untitled RPG Project
3 more new hats, created by frag.machine! Love them.


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Error - InsideQC Staff
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Re: Untitled RPG Project
LOL, looking the second hat... only now I realized what I have done...

Totally unintended, seriously.

Totally unintended, seriously.
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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frag.machine - Posts: 2090
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