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Quake really needs some generic .mdl open source models
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ceriux



Joined: 06 Sep 2008
Posts: 969
Location: Florida, USA

PostPosted: Thu Oct 30, 2008 10:32 pm    Post subject: Reply with quote

i think ill just leave it alone, i think having it flying thru the air before it explodes is more important than it sitting on the floor for a few more seconds before it explodes.

EDIT: anyways downloads up.
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Baker



Joined: 14 Mar 2006
Posts: 1538

PostPosted: Thu Oct 30, 2008 11:29 pm    Post subject: Reply with quote

ceriux wrote:
EDIT: anyways downloads up.


Link?

Btw, about your grenade displaying ...

The grenades in Quake have a specific size and actually when on the ground aren't completely on the surface.

One solution would be to scale the model to approximately the z size of the grenades in Quake. An alternate solution would be messing with the QuakeC.


Nevermind the link thing, I found it ...

http://z10.invisionfree.com/Quaked/index.php?showtopic=12
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ceriux



Joined: 06 Sep 2008
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PostPosted: Fri Oct 31, 2008 2:23 am    Post subject: Reply with quote

should i make a grenade launcher to go with the grenade?
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Spirit



Joined: 20 Nov 2004
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PostPosted: Fri Oct 31, 2008 8:29 am    Post subject: Reply with quote

I am stupid when it comes to things like this, but can't you simply adjust the bounding box to fit the new model?
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Dr. Shadowborg
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Joined: 16 Oct 2004
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PostPosted: Fri Oct 31, 2008 3:57 pm    Post subject: Reply with quote

spirit: That would be doable for DP, but not for other engines. (world interaction sizes are fixed and non-variable, though entity to entity interactions are...)

ceriux: Don't worry about the part where it's lying on the ground, it's probably possible to do something to it where it would look okay via quakec.

Also, in regards to grenade launcher to go with it, yes please! Very Happy
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Urre



Joined: 05 Nov 2004
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PostPosted: Fri Oct 31, 2008 8:39 pm    Post subject: Reply with quote

borg: actually there's very little difference between how it works in DP and other engines. DP still doesn't let you have non-fixed size entities on q1bsp maps, only q3bsp. And yes, entity<->entity collisions work independent of map type, on both DP and other engines.
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ceriux



Joined: 06 Sep 2008
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Location: Florida, USA

PostPosted: Fri Oct 31, 2008 8:47 pm    Post subject: Reply with quote

wip of the launchers barrel Very Happy


-update-


im not sure if i like it... i may do another once i get a better idea.
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Baker



Joined: 14 Mar 2006
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PostPosted: Fri Oct 31, 2008 9:50 pm    Post subject: Reply with quote

I can't wait to see some of your models as your experience grows.
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ceriux



Joined: 06 Sep 2008
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PostPosted: Fri Oct 31, 2008 10:32 pm    Post subject: Reply with quote

yea? thnx Very Happy

anyways what iv started on the newer one.


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frag.machine



Joined: 25 Nov 2006
Posts: 728

PostPosted: Sat Nov 01, 2008 12:01 am    Post subject: Reply with quote

ceriux wrote:
wip of the launchers barrel Very Happy

-update-



Watch out for the Heavy Guy, This one looks a lot like Sasha. Smile
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ceriux



Joined: 06 Sep 2008
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PostPosted: Sat Nov 01, 2008 2:24 am    Post subject: Reply with quote

ehh i scrapped that one, it was WAY to high poly twards the back ne ways.

UPDATE:


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Dr. Shadowborg
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PostPosted: Sun Nov 02, 2008 7:06 pm    Post subject: Reply with quote

urre: Note I said it was possible in DP, I didn't actually get into HOW it was possible. (/me does the weasel out) Razz Wink

ceriux: Very nice, tho the grip on the top kinda confuses me as to which end the 'nades are supposed to come out? That aside, I like! Very Happy
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ceriux



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PostPosted: Sun Nov 02, 2008 11:56 pm    Post subject: Reply with quote

sorry, Very Happy it will look 10x better when im done uv mapping and skinning it.
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CocoT



Joined: 14 Dec 2004
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PostPosted: Sun Nov 02, 2008 11:59 pm    Post subject: Reply with quote

Yeah, very good-looking stuff, Ceriux! Smile
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reckless



Joined: 24 Jan 2008
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PostPosted: Mon Nov 03, 2008 12:21 am    Post subject: Reply with quote

oh cool stuuf :d wish i could do something like that my attempt at reskinning the quake mdl's failed badly Laughing for some reason qme places the skins either topside down or back to front or with the wrong scale when i try Neutral
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