Search found 79 matches
- Mon Oct 27, 2008 11:50 pm
- Forum: QuakeC Programming
- Topic: Skeletal animation stuff (Darkplaces / FTE type specific)
- Replies: 10
- Views: 4891
- Mon Oct 27, 2008 12:25 am
- Forum: Engine Programming
- Topic: Effects for Sound Effects
- Replies: 23
- Views: 6733
- Sun Oct 26, 2008 9:07 am
- Forum: QuakeC Programming
- Topic: Skeletal animation stuff (Darkplaces / FTE type specific)
- Replies: 10
- Views: 4891
Skeletal animation stuff (Darkplaces / FTE type specific)
So was thinking since in essence DP and FTE support skeletal meshes (dpm in example) if there is a way to read the bone hierarchy and make certain bones above or below this point perform an animation or rotation seperate from that of the rest of the model. e.g. player's lower body playing run animat...
- Sun Oct 26, 2008 9:03 am
- Forum: Engine Programming
- Topic: Effects for Sound Effects
- Replies: 23
- Views: 6733
- Thu Oct 09, 2008 12:58 am
- Forum: Modeling
- Topic: Align model tags/helpers/etc in DP Models
- Replies: 2
- Views: 2404
Re: Align model tags/helpers/etc in DP Models
The reason there are gaps is because you're not thinking in model space. The head model there when exported is a meter up from the origin. What you want is tohave all the body parts since they're all relative to the origin to just default at the origin. The way you want to do it you'd have to put al...
- Fri Aug 29, 2008 10:46 pm
- Forum: QuakeC Programming
- Topic: My Healpad isn´t working.
- Replies: 2
- Views: 1097
- Wed Aug 27, 2008 10:40 pm
- Forum: General Discussion
- Topic: What are you working on?
- Replies: 3884
- Views: 6206182
- Wed Aug 20, 2008 9:17 pm
- Forum: General Discussion
- Topic: CSQC OBJ reader/writer
- Replies: 9
- Views: 2093
- Mon Aug 18, 2008 12:12 am
- Forum: General Discussion
- Topic: CSQC OBJ reader/writer
- Replies: 9
- Views: 2093
- Sat Aug 16, 2008 5:41 pm
- Forum: General Discussion
- Topic: CSQC OBJ reader/writer
- Replies: 9
- Views: 2093
- Sat Aug 16, 2008 8:47 am
- Forum: General Discussion
- Topic: Quake 2 head on HUD?
- Replies: 3
- Views: 1455
No what I saw it in was a very early version of Quake2, and the head was 2d like Quake's ranger head. Theres this version with the ranger head: http://www.happypenguin.org/images/frame1.jpg http://www.bluesnews.com/screenshots/q2/quake2-20.jpg http://www.bluesnews.com/screenshots/q2/quake2-05.jpg Bu...
- Fri Aug 15, 2008 4:59 am
- Forum: General Discussion
- Topic: CSQC OBJ reader/writer
- Replies: 9
- Views: 2093
I'll be supporting the vert groups obj has, and from there it'll allow indexing specific parts of items for morphing. the 3d rotation of all verts might get a little tricky but at a minimum do simple morphs on the body, or write it into some sagdoll-esque pseudo constraint system except not having i...
- Thu Aug 14, 2008 7:16 pm
- Forum: Modeling
- Topic: HL .mdl to Quake .mdl converter?
- Replies: 7
- Views: 9285
you can use ms3d to decompile a hl1 mdl into it's original reference and sequence smd files, along with getting the bitmap textures and .qc file to regenerate the mdl. From then import the reference and export how you want, or import the sequence smd's over the reference for the animations. Tools->H...
- Thu Aug 14, 2008 5:46 am
- Forum: General Discussion
- Topic: CSQC OBJ reader/writer
- Replies: 9
- Views: 2093
CSQC OBJ reader/writer
Been whipping together an obj loader in csqc, possibly with some stickphysics get "ragdolls" beyond segmented stuff or other things that involve morphing a model. But mainly just done for fun. Download : http://gameconsortium.com/files/CSQCobjLoader.zip Some pictures (not using textures ye...
- Sun Aug 10, 2008 10:33 pm
- Forum: General Discussion
- Topic: Quake 2 head on HUD?
- Replies: 3
- Views: 1455
Quake 2 head on HUD?
I remember back in the day Quake 2 whether it was a demo, leaked version or something it had on the HUD the head of the quake2 marine and some awesome pain variations and stuff. Has anyone else seen this or have images of it on hand? I know I saw some images before with the quake ranger's head for Q...