Modelled Shields
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Modelled Shields
Wondering if anyone can give any insight on how to do a shield similar to counter-strike. From what I've read, attached models lose collision info, so I guess it would need to be following the player some other way. I imagine I could simply animate all the frames for the shield placing it where it would be on the player, that way it would just have to align with the player origin and angles, but beyond that concept I'm pretty lost.
Per poly collision would probably be a good idea for accuracy, unless someone has a brilliant plan to get a hitbox to follow a moving and animating object.
Per poly collision would probably be a good idea for accuracy, unless someone has a brilliant plan to get a hitbox to follow a moving and animating object.
- Skippy
- Posts: 4
- Joined: Fri Sep 14, 2007 3:36 am
Yeah, per-poly is your only really good bet (as long as you're using DarkPlaces). Bounding boxes can't rotate, so if you were at a 45 degree angle it would be a lot bigger than it should be.
The shield could either be attached to a tag on an md3 model, or a quake2-vwep-style thing animated along with the player, and attached with MOVETYPE_FOLLOW or something similar.
The other alternative is a bunch of hard-coded math
If you hard coded shield orientations per frame (or used a tag), and used some dot product math you might be able to simulate a round shield.
The shield could either be attached to a tag on an md3 model, or a quake2-vwep-style thing animated along with the player, and attached with MOVETYPE_FOLLOW or something similar.
The other alternative is a bunch of hard-coded math
F. A. Špork, an enlightened nobleman and a great patron of art, had a stately Baroque spa complex built on the banks of the River Labe.
- Sajt
- Posts: 1215
- Joined: Sat Oct 16, 2004 3:39 am
Re: Modelled Shields
Skippy wrote:From what I've read, attached models lose collision info
This is true. Can't do HITMODEL with attachments :/ this is severely hindering my projects as well
- leileilol
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- Joined: Fri Oct 15, 2004 3:23 am
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