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md3 models with DP ?

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Dr.Clive Joined: 13 Nov 2004 Posts: 4 Location: Germany |

Posted: Sat Nov 13, 2004 6:35 pm Post subject: md3 models with DP ? |

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

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leileilol Joined: 15 Oct 2004 Posts: 1321 |

Posted: Sat Nov 13, 2004 7:11 pm Post subject: |

Simple. Load an MD3 instead of an MDL _________________

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Dr.Clive Joined: 13 Nov 2004 Posts: 4 Location: Germany |

Posted: Sat Nov 13, 2004 7:28 pm Post subject: |

thanks, it works, yay 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

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KakesaR Joined: 06 Nov 2004 Posts: 21 Location: Australia |

Posted: Sun Nov 14, 2004 10:52 am Post subject: |

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 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.

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Dr.Clive Joined: 13 Nov 2004 Posts: 4 Location: Germany |

Posted: Sun Nov 14, 2004 12:47 pm Post subject: |

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

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leileilol Joined: 15 Oct 2004 Posts: 1321 |

Posted: Sun Nov 14, 2004 3:46 pm Post subject: |

There's no cvar to instantly enable "q3a player models". I think this was vortex's, hope this might help. _________________ Last edited by leileilol on Mon Nov 15, 2004 12:27 pm; edited 1 time in total

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noctrun Joined: 15 Nov 2004 Posts: 5 |

Posted: Mon Nov 15, 2004 12:23 pm Post subject: |

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

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leileilol Joined: 15 Oct 2004 Posts: 1321 |

Posted: Mon Nov 15, 2004 12:26 pm Post subject: |

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!" _________________

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Wazat Joined: 15 Oct 2004 Posts: 732 Location: Middle 'o the desert, USA |

Posted: Mon Nov 15, 2004 3:21 pm Post subject: |

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.

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leileilol Joined: 15 Oct 2004 Posts: 1321 |

Posted: Mon Nov 15, 2004 6:52 pm Post subject: |

If it had ranger's same frame macros and we had permission, then yeah. _________________

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Dr.Clive Joined: 13 Nov 2004 Posts: 4 Location: Germany |

Posted: Mon Nov 15, 2004 9:59 pm Post subject: |

this is damn cool _________________ <tetra177> Quake on BeOS R5.1d0 rocks *lol*

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