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Adding a weapon to the 3rd person quake guy
Posted: Fri Jan 20, 2012 3:54 am
by thommoboy
this is (hopefully) one of my last questions
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
Posted: Fri Jan 20, 2012 4:52 am
by leileilol
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.
Re: Adding a weapon to the 3rd person quake guy
Posted: Fri Jan 20, 2012 5:40 am
by thommoboy
Re: Adding a weapon to the 3rd person quake guy
Posted: Fri Jan 20, 2012 12:23 pm
by toneddu2000
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
Re: Adding a weapon to the 3rd person quake guy
Posted: Sun Jan 22, 2012 7:37 am
by thommoboy
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?
Re: Adding a weapon to the 3rd person quake guy
Posted: Sun Jan 22, 2012 7:09 pm
by Ghost_Fang
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.
Re: Adding a weapon to the 3rd person quake guy
Posted: Sun Jan 22, 2012 9:05 pm
by Baker
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.
Re: Adding a weapon to the 3rd person quake guy
Posted: Mon Jan 23, 2012 12:17 am
by thommoboy
is this psp compatible?
Re: Adding a weapon to the 3rd person quake guy
Posted: Mon Jan 23, 2012 12:39 am
by Baker
thommoboy wrote:is this psp compatible?
You could look at the required extensions in that QuakeC code and identify which ones it needs.
Re: Adding a weapon to the 3rd person quake guy
Posted: Mon Jan 23, 2012 1:57 am
by thommoboy
i dont get it

Re: Adding a weapon to the 3rd person quake guy
Posted: Mon Jan 23, 2012 2:32 am
by Baker
thommoboy wrote:i dont get it

Think of the answer as being "no" for casual purposes.
Re: Adding a weapon to the 3rd person quake guy
Posted: Mon Jan 23, 2012 3:07 am
by qbism
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
Posted: Mon Jan 23, 2012 6:12 pm
by dr_mabuse
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)..
Re: Adding a weapon to the 3rd person quake guy
Posted: Tue Jan 24, 2012 12:37 am
by ceriux
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
Posted: Tue Jan 24, 2012 8:38 pm
by Baker
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 ...).
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.