Adding a weapon to the 3rd person quake guy
Adding a weapon to the 3rd person quake guy
this is (hopefully) one of my last questions
how would i add my custom plasma cutter to the quake guy in third person
how would i add my custom plasma cutter to the quake guy in third person
Re: Adding a weapon to the 3rd person quake guy
inb4blindkids
A gunless player.mdl, a gun animated to player frames' accordingly (like Quake2 p_ weapons), and a movetype_follow QC extension supported for the task to be easily done.
A gunless player.mdl, a gun animated to player frames' accordingly (like Quake2 p_ weapons), and a movetype_follow QC extension supported for the task to be easily done.
i should not be here
Re: Adding a weapon to the 3rd person quake guy
yeah... wait what im not a modeller these are my first models ever
can you explain in english
can you explain in english
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Re: Adding a weapon to the 3rd person quake guy
Is that Sketchup? It's amazing you're trying to make a weapon with that tool! I reccomend you blender. It's free, it's powerful, it's awesome.
Anyway the model is not bad. Keep it work adding some detail
Anyway the model is not bad. Keep it work adding some detail
Meadow Fun!! - my first commercial game, made with FTEQW game engine
Re: Adding a weapon to the 3rd person quake guy
leileilol wrote:inb4blindkids
A gunless player.mdl, a gun animated to player frames' accordingly (like Quake2 p_ weapons), and a movetype_follow QC extension supported for the task to be easily done.
uhhh an example please? like as in caqn you do an example with quakes shotgun?
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Re: Adding a weapon to the 3rd person quake guy
Assuming you're engine doesn't support attachments (md3s or HLmdls) you would need to make your weapon model match your player model's frames, spawn the P_weapon, we'll call it, as a new entity and its owner be the player. And have the P_weapon's think update its origin to equal the player's origin, as well as the angles and frames, and have it update every frame or twice a frame. Its quite an easy thing to do, but for a beginner, it serves challenging.
Also, I assume you are making a Dead Space-like game, so you don't need to worry about visibility in first person, but if you do this in the future there is an extension to hide the third person gun for the client.
Also, I assume you are making a Dead Space-like game, so you don't need to worry about visibility in first person, but if you do this in the future there is an extension to hide the third person gun for the client.
Re: Adding a weapon to the 3rd person quake guy
thommoboy wrote:leileilol wrote:inb4blindkids
A gunless player.mdl, a gun animated to player frames' accordingly (like Quake2 p_ weapons), and a movetype_follow QC extension supported for the task to be easily done.
uhhh an example please? like as in caqn you do an example with quakes shotgun?
Error made this:
DarkPlaces: http://projects.slipgateconstruct.com/vweapon_framer/
As I recall there is no CSQC in it for the model placement, but uses a couple of DP extensions.
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 ..
Re: Adding a weapon to the 3rd person quake guy
is this psp compatible?
Re: Adding a weapon to the 3rd person quake guy
You could look at the required extensions in that QuakeC code and identify which ones it needs.thommoboy wrote:is this psp compatible?
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 ..
Re: Adding a weapon to the 3rd person quake guy
i dont get it
Re: Adding a weapon to the 3rd person quake guy
Think of the answer as being "no" for casual purposes.thommoboy wrote:i dont get it
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 ..
Re: Adding a weapon to the 3rd person quake guy
Find a mod that already has it and study it, and the weap and player models. OrionTF mod is one. The road is long.
Re: Adding a weapon to the 3rd person quake guy
http://forums.inside3d.com/viewtopic.ph ... &start=180
Scroll down, Jukki wrote how he did it in Nazi Zombies PSP...
You just need a weaponless playermodel and the 3rd person weapons animated to match the playeranimations (hard work)..
Scroll down, Jukki wrote how he did it in Nazi Zombies PSP...
You just need a weaponless playermodel and the 3rd person weapons animated to match the playeranimations (hard work)..
Re: Adding a weapon to the 3rd person quake guy
dr_mabuse wrote:http://forums.inside3d.com/viewtopic.ph ... &start=180
Scroll down, Jukki wrote how he did it in Nazi Zombies PSP...
You just need a weaponless playermodel and the 3rd person weapons animated to match the playeranimations (hard work)..
it's not hard work, if you've made your own skeleton . just import your weapon model, delete the player model, rig it to the players hand, and done, compile.
Re: Adding a weapon to the 3rd person quake guy
Ah thanks for pointing that out ... I forget things so damn fast (because of the amount of stuff I've been trying to learn lately. 3D maths, 3D maths, more 3D maths ...).dr_mabuse wrote:http://forums.inside3d.com/viewtopic.ph ... &start=180
Scroll down, Jukki wrote how he did it in Nazi Zombies PSP...
You just need a weaponless playermodel and the 3rd person weapons animated to match the playeranimations (hard work)..
However, that code from Solitude that Jukki posted looks like it requires EF_NODRAWTOCLIENT (see the QuakeC). I don't know of a PSP engine with that as one of the features. Although that is not exactly a complex engine modification, it still requires engine modification.
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 ..