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Baker

Joined: 14 Mar 2006 Posts: 1538
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Posted: Fri Jun 25, 2010 12:48 am Post subject: Fake Vwep Attachment For Q1 MDL |
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Frame vertex 182 and 183 are two vertexes in the Q1 player model's non-weapon hand when he is using the axe.
Frame vertex 182 is where I'd like to do an attachment test (make him hold a bag or something, hehe).
I'm lacking imagination but any ideas on ...
1) how I can get the X, Y, Z values of vertex 182 and 183 from inside the engine for a current player frame.
I could then calculate the angles using the two points and theoretically render the gun at that location.
I may be able to mentally walk through this myself, but my 3D math skills are weak and slow and the Q1 model format's weirdnesses have so far frustrated me.
I'm thinking that should this work out that a fairly reasonable workaround standard might emerge (QC builtin) to allow more flexibility.
The Feral mod hardcoded all that stuff in the QC, which I don't see as necessary if you can just track vertexes or triangle positions and calculate angles. _________________ Tomorrow Never Dies. I feel this Tomorrow knocking on the door ... |
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Spike
Joined: 05 Nov 2004 Posts: 944 Location: UK
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Posted: Fri Jun 25, 2010 1:34 am Post subject: |
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would need 3 verts to specify full angles.
DP has some vectorvectors builtin that should do it. basically picks perpendicular vectors. _________________ What's a signature? |
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Error Inside3D Staff

Joined: 05 Nov 2004 Posts: 558 Location: VA, USA
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Baker

Joined: 14 Mar 2006 Posts: 1538
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Posted: Fri Jun 25, 2010 7:35 pm Post subject: |
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I'm very intrigued by this. Any method that gets the job done works for me.
Thanks Error! _________________ Tomorrow Never Dies. I feel this Tomorrow knocking on the door ... |
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gnounc

Joined: 06 Apr 2009 Posts: 120
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Posted: Sat Jun 26, 2010 7:09 am Post subject: |
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toldya there was interest. |
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