What are you working on?
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- Joined: Thu Jun 25, 2009 4:45 am
- Location: Michigan
It's probably not a problem... if you use an engine with .nodrawtoclient. Then you can make the model invisible to the user when he's in first person view.Junrall wrote:Very cool
I realize that this was intended for 3rd person view, but I am curious about this being used for 1st person view... did I read somewhere that this method is not good for the standard 1st person view? Something to do with the model interfering with the view... or vice versa? Any ideas as to how this could be implemented for the 1st person view?
As I said, Very Cool! It is things like this that inspire me to have a "give it a try" attitude.
For standard quake, the player will see the vwep. Maybe that won't be bad if the weapon and view_ofs are positioned properly, though.
Edit: Though you also have to worry about the effects of lag when you're not using client-side following (which would drive the player barking mad if he could see it flickering into his view all the time).
When my computer inevitably explodes and kills me, my cat inherits everything I own. He may be the only one capable of continuing my work.
A sudden burst of motivation made me make this little tool to weed out the good multiplayer maps from my collection (to remove the crap from the site...):
http://www.quaddicted.com/multiplayer/goodmap.php
http://www.quaddicted.com/multiplayer/goodmap.php
Improve Quaddicted, send me a pull request: https://github.com/SpiritQuaddicted/Quaddicted-reviews
That thing is addictive!
Well, I completed my metal texture set...
Other screens:
http://koti.mbnet.fi/jeejeeje/wip/rust_metal_set_01.jpg
http://koti.mbnet.fi/jeejeeje/wip/rust_metal_set_02.jpg
http://koti.mbnet.fi/jeejeeje/wip/rust_metal_set_04.jpg
Well, I completed my metal texture set...
Other screens:
http://koti.mbnet.fi/jeejeeje/wip/rust_metal_set_01.jpg
http://koti.mbnet.fi/jeejeeje/wip/rust_metal_set_02.jpg
http://koti.mbnet.fi/jeejeeje/wip/rust_metal_set_04.jpg
zbang!
Jim, that's lovely. Seriously well done.
http://www.hippoedit.com/syntax_details ... tax=quakec
Made this today. Got me a free copy so it was worth my time.
http://www.hippoedit.com/syntax_details ... tax=quakec
Made this today. Got me a free copy so it was worth my time.
Loving those textures Jim.
There is now four-five feet of snow on the ground where I live, and it's still snowing...so I have nothing to do but work on game models
Working on the new disruptor model. There are some glass parts not shown here that cover the blue plasma tube, and the readout area.
There is now four-five feet of snow on the ground where I live, and it's still snowing...so I have nothing to do but work on game models
Working on the new disruptor model. There are some glass parts not shown here that cover the blue plasma tube, and the readout area.
http://red.planetarena.org - Alien Arena and the CRX engine
Got stuck 50 miles away from home for 2 days. Downloaded mapping tools to entertain self:Irritant wrote:There is now four-five feet of snow on the ground where I live, and it's still snowing...so I have nothing to do but work on game models
Nexuiz texture set converted to Quake.
The night is young. How else can I annoy the world before sunsrise? Inquisitive minds want to know ! And if they don't -- well like that ever has stopped me before ..
Finished disruptor(still not displaying the glass parts yet)
http://red.planetarena.org - Alien Arena and the CRX engine
Well, I gave this a try, with Trickle's Vwep, using some of the "Stick Grenades" code. I can see where you would need to change the view_ofs position. Whenever you look down the weapon model pitches forward and appears to float in midair. A person would need to pitch the view forward as well. I can see how this would create some havoc for network games, but it would be cool for those SP games.Wazat wrote:It's probably not a problem... if you use an engine with .nodrawtoclient. Then you can make the model invisible to the user when he's in first person view.Junrall wrote:Very cool
I realize that this was intended for 3rd person view, but I am curious about this being used for 1st person view... did I read somewhere that this method is not good for the standard 1st person view? Something to do with the model interfering with the view... or vice versa? Any ideas as to how this could be implemented for the 1st person view?
As I said, Very Cool! It is things like this that inspire me to have a "give it a try" attitude.
For standard quake, the player will see the vwep. Maybe that won't be bad if the weapon and view_ofs are positioned properly, though.
Edit: Though you also have to worry about the effects of lag when you're not using client-side following (which would drive the player barking mad if he could see it flickering into his view all the time).
Heheh, this one is fun, but will have to go to the back burner... I have a lot of projects to finish.
Good God! You shot my leg off!
Modeled that piece of crap, now I'm trying to UV and texture it, but alas, I suck.
Anybody in the mood to do it for me? It's for a standalone PSP release, like [shameless plug]Cobalt Runner[/shameless plug].
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What the fuck is that. I am actually semi disturbed there.
Do you want a player model of some kind, I could whip one up after school tomorow (Its 10.11Pm Monday here) Poly Limit?
Either that or I could give the UV and Tex a go. I can UV and tex it, it is just getting it back into Mdl format that I have trouble with if it is going to be run in quake.
Do you want a player model of some kind, I could whip one up after school tomorow (Its 10.11Pm Monday here) Poly Limit?
Either that or I could give the UV and Tex a go. I can UV and tex it, it is just getting it back into Mdl format that I have trouble with if it is going to be run in quake.
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