separation of body parts from the shot

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sevenx
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separation of body parts from the shot

Post by sevenx »

Hi, how can i do next ?

1) When I shot in monster , for example, just in head , that head is detached from the body.

I want do this , but which programms for animation i need to download ? With what code i need to work ? And what i should to change ? And what exactly i should to do , that achieve it ?
Downsider
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Post by Downsider »

I wouldn't call this too easily done in vanilla Quake unless you heap lots of models on top of each other, since you mean you still want the enemy to move around and such right?
sevenx
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Post by sevenx »

I want do that when i shoot at head of monster , his head fell away.
And how i can create this animation and realize in game.
Error
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Post by Error »

Play the severed quake patch. Good and well done.
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Post by Chip »

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sevenx
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Post by sevenx »

You don't understand. I don't need patch.

I want to CREATE that i wrote top . And how i can create ?
Error
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Post by Error »

then you need to split the models into pieces, reanimate them, add a CRAP-TON of frames, and do the most coding anyone could do. I'm almost certain that no one here would just code it for you.

It's a difficult task. Be sure that you can do what you want to do. Only a handfull of people here would even do this for themselves.
mh
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Post by mh »

It depends on what you want to happen after the head is shot off.

If you want the enemy to just stagger around a bit and then fall over, then you could add some more frames to each model - some of the damage frames might be good to duplicate, and obviously you'll need to do the dead frames too - and move the head vertexes to somewhere they won't be seen, like inside the body. You'll need to do this manually for each and every MDL file as the Quake models don't contain any headless frames.

Then you need to add locational damage to the engine because the Quake engine doesn't have locational damage. This will need per-poly hit detection - another thing that the Quake engine doesn't have. Without this there is no way of detecting whether or not an enemy has been hit in the head.

Then you need to test it, bug fix it, and make sure that it plays nice with other mods and maps.

If this sounds like too much work (and it is) then just download the patch you were given and study how it was done in the patch, which can be a useful way of learning how to do things for yourself.
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sevenx
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Post by sevenx »

1) I can't normally install the patch.


2)
"then you could add some more frames to each model"
And what soft i need download , that create animation or frames for models ?

3) And where i can learn about animation for quake ?
frag.machine
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Post by frag.machine »

sevenx wrote:1) I can't normally install the patch.
Why not ?
sevenx wrote:2)
"then you could add some more frames to each model"
And what soft i need download , that create animation or frames for models ?
I use QuArK and QME to make simple (and sometimes not so simple) changes to existing models. More experienced people here may suggest Blender or similar tools, but they'll require a longer learning curve, including conversion of model formats. For just deforming existing models like mh suggested QME and QuArK are enough.

sevenx wrote:3) And where i can learn about animation for quake ?
There are a handful of experienced modders here, try to make the changes for your own and bring your questions and doubts as they come, I'm sure someone will give useful hints. :)
I know FrikaC made a cgi-bin version of the quakec interpreter once and wrote part of his website in QuakeC :) (LordHavoc)
sevenx
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Post by sevenx »

Okey.Thank.
1) Have anybody some links or tutorials for animation in QuArK ?
2) How configure QuArk for Quake 1 ?
Madfox
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Re: separation of body parts from the shot

Post by Madfox »

Sevenx, maybe a bit late but..,
I'm willing to help you with the animation.

I would like to do something alike with the knight,
make it end up like this.

Image

:wink:
jitspoe
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Re: separation of body parts from the shot

Post by jitspoe »

Haha, that's awesome.
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