Inside3D!
     

new .mdl frames when you change your weapon

 
Post new topic   Reply to topic    Inside3d Forums Forum Index -> Modeling
View previous topic :: View next topic  
Author Message
KOLIAN_bel



Joined: 24 Mar 2007
Posts: 12
Location: BELARUS

PostPosted: Sun Mar 25, 2007 8:20 am    Post subject: new .mdl frames when you change your weapon Reply with quote

I want to add new frames to my weapon, when i change to it.
Like when i click 6 appear grenade launcher and start frame "reloading"
Back to top
View user's profile Send private message
frag.machine



Joined: 25 Nov 2006
Posts: 728

PostPosted: Sun Mar 25, 2007 2:30 pm    Post subject: Reply with quote

Quake weapon models don't have reloading animations. Unfortunately, the entire game was rushed in a very unpolished way in many aspects, weapons animations and placement being one of this (according John Romero, weapons were not supposed to be placed in the bottom center of screen, and there should be some weapon changing animations, but all these little things were chopped off from the final todo list). So, you have the following alternatives:

1) creating new v_* models containing these additional frames; or

2) editing existing v_* models to add yourself the desired frames.

There is a very limited number of editors supporting the obsolete Quake 1 .mdl format. Personally, I use QuArK 4.07 to tweak and/or add new frames to existing models, but I won't advice you to do the same since it's a very limited mesh editor (you cannot copy/paste portions of the meshes, and it lacks a "free hand" view of the model). So, when I need one of these things I use StudioMDx. Most people here prefers to convert the model to .md2 and use another tools, that I can't unfortunately point to you since I don't use that.
_________________
frag.machine - Q2K4 Project
http://fragmachine.quakedev.com/
Back to top
View user's profile Send private message Visit poster's website
Sajt



Joined: 16 Oct 2004
Posts: 1026

PostPosted: Sun Mar 25, 2007 10:30 pm    Post subject: Reply with quote

Well, some people actually do think qME is fairly competent Razz
_________________
F. A. Špork, an enlightened nobleman and a great patron of art, had a stately Baroque spa complex built on the banks of the River Labe.
Back to top
View user's profile Send private message
frag.machine



Joined: 25 Nov 2006
Posts: 728

PostPosted: Mon Mar 26, 2007 3:57 am    Post subject: Reply with quote

Sajt wrote:
Well, some people actually do think qME is fairly competent Razz


I won't argue, I am just too lazy and so used to the QuArK + StudioMDx combo that I simply hated qME when I tried it. I was expecting FrikaC model editor to finally bring something that could motivate me to change, but looks like it won't happen after all Rolling Eyes
_________________
frag.machine - Q2K4 Project
http://fragmachine.quakedev.com/
Back to top
View user's profile Send private message Visit poster's website
Sajt



Joined: 16 Oct 2004
Posts: 1026

PostPosted: Mon Mar 26, 2007 4:10 am    Post subject: Reply with quote

qME is great once you get used to it. Namely get used to no undo, no copy/paste/duplicate tools... Smile And that ctrl-s is not save.

If you really need to you can import/export with Milkshape to duplicate stuff. However qME has the best vertex editing interface I've used, especially for (qME 3.1) only taking up one pane (instead of four with three 2D panes). And it has a decent front-back texture mapping utility although sometimes it's hard to keep the texcoords lined up symmetrically. And it has decent skeletal animation tools (the IK stuff seemed useless though), no weighting though.
_________________
F. A. Špork, an enlightened nobleman and a great patron of art, had a stately Baroque spa complex built on the banks of the River Labe.
Back to top
View user's profile Send private message
Urre



Joined: 05 Nov 2004
Posts: 1073
Location: Sweden

PostPosted: Mon Mar 26, 2007 10:54 am    Post subject: Reply with quote

Aye, qme still has the best vertex editing available, real nice for low-poly models like the ones you have in quake Smile
_________________
Look out for Twigboy
Back to top
View user's profile Send private message Visit poster's website
KOLIAN_bel



Joined: 24 Mar 2007
Posts: 12
Location: BELARUS

PostPosted: Mon Mar 26, 2007 12:38 pm    Post subject: Reply with quote

Well guy's...
We speak about new .mdl frames Very Happy
Back to top
View user's profile Send private message
leileilol



Joined: 15 Oct 2004
Posts: 1321

PostPosted: Mon Mar 26, 2007 8:51 pm    Post subject: Reply with quote

qme qme qme Sad

/me wishes a blender mdl import/export script existed so we don't have to be confined to limited buggy outdated shareware
_________________
Back to top
View user's profile Send private message
frag.machine



Joined: 25 Nov 2006
Posts: 728

PostPosted: Mon Mar 26, 2007 11:15 pm    Post subject: Reply with quote

CheapAlert wrote:
qme qme qme Sad

/me wishes a blender mdl import/export script existed so we don't have to be confined to limited buggy outdated shareware


/me looks to FrikaC hoping to convince him to finish his legendary model editor Razz
_________________
frag.machine - Q2K4 Project
http://fragmachine.quakedev.com/
Back to top
View user's profile Send private message Visit poster's website
FrikaC
Site Admin


Joined: 08 Oct 2004
Posts: 947

PostPosted: Tue Mar 27, 2007 4:20 am    Post subject: Reply with quote

MOM HE'S LOOKING AT ME AGAIN
Back to top
View user's profile Send private message Send e-mail
Display posts from previous:   
Post new topic   Reply to topic    Inside3d Forums Forum Index -> Modeling All times are GMT
Page 1 of 1

 
Jump to:  
You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot vote in polls in this forum


Powered by phpBB © 2004 phpBB Group