Its posible to add custom player models into quake like Half-Life so that i can choice diferent player models?
Maybe in here:
svent->baseline.modelindex = SV_ModelIndex("progs/player.mdl");
so maybe edit it to use custom models like that:
Q_strncpyz (playermodel, cl_playermodel.string, sizeof(playermodel));
svent->baseline.modelindex = SV_ModelIndex(playermodel);
Custom Player models?
Custom Player models?
Last edited by Rikku2000 on Sun Feb 06, 2011 1:58 pm, edited 1 time in total.
I am sorry for my English...
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I suspect Rikku2000 wants to use arbitrary models in the same way in Quake 3. If that's the case, then no, you can't do that in Quake. However, one can always select a handful of player models (preferentially with exactly the same animation frames and the same order) and build a custom progs.dat that allows a client to select one of those as his/her avatar (provided that, of course, all clients connecting to such server have this mod installed too).
I know FrikaC made a cgi-bin version of the quakec interpreter once and wrote part of his website in QuakeC (LordHavoc)
It's possible, even in vanilla Quake, but in a VERY hacky way.
You'll have to set up a viewthing entity, and stuffcmd to it so the engine replaces its model with the one you've chosen. I can't remember the details since it's been many years since I've done it, but the JoyMenu source code has everything. I've used it for implementing support for multiple skin packs on the bots.
The main limitation is that you can only change a single model that way.
You'll have to set up a viewthing entity, and stuffcmd to it so the engine replaces its model with the one you've chosen. I can't remember the details since it's been many years since I've done it, but the JoyMenu source code has everything. I've used it for implementing support for multiple skin packs on the bots.
The main limitation is that you can only change a single model that way.