md3 models with DP ?

Discuss programming in the QuakeC language.
Post Reply
Dr.Clive
Posts: 4
Joined: Sat Nov 13, 2004 5:34 pm
Location: Germany
Contact:

md3 models with DP ?

Post by Dr.Clive »

hi,

i am currently learning the qc stuff and playing around with these thingie ;-) and i read that the dp engine can handle md3 models, but i never used md3 before and i have no idea how to implement the models, can anyone help me with this ?


cheers,
Clive
leileilol
Posts: 2783
Joined: Fri Oct 15, 2004 3:23 am

Post by leileilol »

Simple.

Load an MD3 instead of an MDL :D
i should not be here
Dr.Clive
Posts: 4
Joined: Sat Nov 13, 2004 5:34 pm
Location: Germany
Contact:

Post by Dr.Clive »

:oops: thanks, it works, yay :D

okay now i have the model but how do i use the animation like reloading ?
and i must move the model from the middle to the right side because the rifle looks like a stuff ^^*


cheers,
clive
KakesaR
Posts: 21
Joined: Sat Nov 06, 2004 12:53 am
Location: Australia
Contact:

Post by KakesaR »

Refer to some of the tutorials on this site about adding new frames and things, and see if you can work out how to do it after reading them.
You'll have to add in the coding to make the rifle reload after firing, too.

As for the part how you want it on the right side, i'm not sure :cry: I'm only new aswell.
It could be something to do with the properties of the model, or something in the actual coding.. someone else will help you out,
or if you're impatient, try to find some other tutorials to do with it.
Dr.Clive
Posts: 4
Joined: Sat Nov 13, 2004 5:34 pm
Location: Germany
Contact:

Post by Dr.Clive »

thanks for the reply , i thought the "New .mdl Frames" tutorial was only for the attack sequence , i should read the tutorial complete before im talking nonsense _._,,

i thought last night over this problem and iam not sure but isnt there a config command for this ?


cheers,
Clive ;-)
leileilol
Posts: 2783
Joined: Fri Oct 15, 2004 3:23 am

Post by leileilol »

There's no cvar to instantly enable "q3a player models".


I think this was vortex's, hope this might help.

Image
Last edited by leileilol on Mon Nov 15, 2004 12:27 pm, edited 1 time in total.
i should not be here
noctrun
Posts: 5
Joined: Mon Nov 15, 2004 10:58 am

Post by noctrun »

sorry cheapalert, but I have to ask you to take that file down, as it is my mod repackaged with material copyrighted by id software

the original version is still available here

the only thing relevant to this tread is the qc source anyways
leileilol
Posts: 2783
Joined: Fri Oct 15, 2004 3:23 am

Post by leileilol »

Crapen, sorry.

Had to rezip it to make things a bit convenient for some modders, because if they don't have the files, they'll go "ah fuck this!"
i should not be here
Wazat
Posts: 771
Joined: Fri Oct 15, 2004 9:50 pm
Location: Middle 'o the desert, USA

Post by Wazat »

How would someone place this in their mod? I mean legally... would we have to go grab a different player model that's authorized for use?
When my computer inevitably explodes and kills me, my cat inherits everything I own. He may be the only one capable of continuing my work.
leileilol
Posts: 2783
Joined: Fri Oct 15, 2004 3:23 am

Post by leileilol »

If it had ranger's same frame macros and we had permission, then yeah.
i should not be here
Dr.Clive
Posts: 4
Joined: Sat Nov 13, 2004 5:34 pm
Location: Germany
Contact:

Post by Dr.Clive »

this is damn cool :D
<tetra177> Quake on BeOS R5.1d0 rocks *lol*
Post Reply