Page 3 of 3

Posted: Mon Aug 23, 2010 3:51 pm
by Trickle
yeah I'm aware, but my method guarantees no sloppiness. its cool though..I just prefer for each weapon to look right and fire without looking sluggish in the player's hands.

Posted: Tue Aug 24, 2010 2:32 am
by gnounc
*shrugs* long as you know its there.

Posted: Tue Aug 24, 2010 7:53 am
by Karatorian
In regards to Baker's desire to automate this process. I have an idea that might work, although, it would require some fairly advanced programming.

The idea is to basically preprocess the the models using the MD3 attachment system. The program would load the player model and each weapon model. For each weapon, it would step through the player model frames with the weapon model attached. Then it would export the resulting weapon frames to a new model file.

So, do you think this is a viable idea?

Posted: Tue Aug 24, 2010 9:31 am
by Error
don't think I posted this here:

http://www.youtube.com/watch?v=0TuohcmfDpA

sorry if I did. visual weapons without frames, attachments, etc... are easy. took me like a day or two to figure it out.

Posted: Tue Aug 24, 2010 11:26 am
by Karatorian
Ok, I'll bite, how is it done?

Posted: Tue Aug 24, 2010 2:04 pm
by Baker
Karatorian wrote:Ok, I'll bite, how is it done?
Error reveals his innovative secrets here:

http://forums.inside3d.com/viewtopic.php?t=2384

Posted: Tue Aug 24, 2010 2:21 pm
by frag.machine
Ok, just a crazy idea that I got reading all this stuff.

What if we embed into the engine the ability to grab 2 alias models and 2 arbitrary vertex indexes from each selected model, generate a third one in memory and make this functionality available as a builtin, like this ?

Code: Select all

float weldmodels (string modela, float indexa1, float indexa2, string modelb, float indexb1, indexb2);
As a modder, I can see a lot of potential for such builtin. Not only for vwep support, but to create random monsters on the fly, or random weapons/artifacts from different parts (great for a RPG-style mod). Of course, welding different models on the fly is a bit more complicated than that, because there are things like skin mapping or framegroups to take in account, but I think is worth a try.