Date sim
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Date sim
i'm working on a eastern-styled (THAT MEANS ANIME LOL) date sim slash FPS in DarkPlaces with a focus on action gameplay and (violent and evil) missions and i'm currently working on the hacked-up md3tag 'appearance' system. It is under GPL license (for data and code) and derived from GPL v1.01 qc. It has yet to recieve a name.
It'll exclusively be real-time lit as well, beefy system required.
here's a shot from it (nsfw), the head is a non-Free placeholder (i have to make a new one). I plan to use the MOVE_HITMODEL feature quite a lot, and yes, there will be more clothes than this. I'm just in early almost-nothing phase
The player is also very tall (view_ofs '0 0 82')
I hope to have some good NPC ai in there soon (its currently old walkmonster lol), and I wonder how it's possible to have the NPC's head (stuck on md3tag) turn to face the player without turning around like a robot?
It'll exclusively be real-time lit as well, beefy system required.
here's a shot from it (nsfw), the head is a non-Free placeholder (i have to make a new one). I plan to use the MOVE_HITMODEL feature quite a lot, and yes, there will be more clothes than this. I'm just in early almost-nothing phase
The player is also very tall (view_ofs '0 0 82')
I hope to have some good NPC ai in there soon (its currently old walkmonster lol), and I wonder how it's possible to have the NPC's head (stuck on md3tag) turn to face the player without turning around like a robot?
- leileilol
- Posts: 2783
- Joined: Fri Oct 15, 2004 3:23 am
leileilol: I had a lot of tinkering with tags and other related silly stuff when i made the supertorso mod, and realized it's best to only update the position of the tag, not the orientation, when animating. This way you have full control of it in the QC.
I was once a Quake modder
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Urre - Posts: 1109
- Joined: Fri Nov 05, 2004 2:36 am
- Location: Moon
That's when you have to animate the head tag, and disable the looking at player stuff. Or you could do like I do, add matrix handling to qc and rotate it using them to face stuff in a believable way even with a weird tag angle. But I don't recommend that...
I was once a Quake modder
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Urre - Posts: 1109
- Joined: Fri Nov 05, 2004 2:36 am
- Location: Moon
MauveBib wrote:If you want a really good realism on the head turning, make sure the head turns a fraction of a second slower than the player, so it takes a fraction of a second to catch up.
head turning is on the body's thinks right now
since that post i've animated a walk animation, improved rig weighting, made breast size and cleavage adjustable, and made a revealing peekaboo bikini lolz
- leileilol
- Posts: 2783
- Joined: Fri Oct 15, 2004 3:23 am
leileilol wrote:MauveBib wrote:If you want a really good realism on the head turning, make sure the head turns a fraction of a second slower than the player, so it takes a fraction of a second to catch up.
head turning is on the body's thinks right now![]()
since that post i've animated a walk animation, improved rig weighting, made breast size and cleavage adjustable, and made a revealing peekaboo bikini lolz
Any shots ?
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
- Joined: Sat Nov 25, 2006 1:49 pm
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