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ceriux

Joined: 06 Sep 2008 Posts: 969 Location: Florida, USA
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Posted: Thu Oct 30, 2008 10:32 pm Post subject: |
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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. _________________ QuakeDB - Quake ModDB Group |
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Baker

Joined: 14 Mar 2006 Posts: 1538
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Posted: Thu Oct 30, 2008 11:29 pm Post subject: |
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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 Posts: 969 Location: Florida, USA
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Posted: Fri Oct 31, 2008 2:23 am Post subject: |
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should i make a grenade launcher to go with the grenade? _________________ QuakeDB - Quake ModDB Group |
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Spirit

Joined: 20 Nov 2004 Posts: 476
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Posted: Fri Oct 31, 2008 8:29 am Post subject: |
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I am stupid when it comes to things like this, but can't you simply adjust the bounding box to fit the new model? _________________ Quake Maps |
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Dr. Shadowborg Inside3D Staff

Joined: 16 Oct 2004 Posts: 726
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Posted: Fri Oct 31, 2008 3:57 pm Post subject: |
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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!  _________________ "Roboto suggests Plasma Bazooka." |
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Urre

Joined: 05 Nov 2004 Posts: 1073 Location: Sweden
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Posted: Fri Oct 31, 2008 8:39 pm Post subject: |
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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. _________________ Look out for Twigboy |
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ceriux

Joined: 06 Sep 2008 Posts: 969 Location: Florida, USA
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Posted: Fri Oct 31, 2008 8:47 pm Post subject: |
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wip of the launchers barrel
-update-
im not sure if i like it... i may do another once i get a better idea. _________________ QuakeDB - Quake ModDB Group |
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Baker

Joined: 14 Mar 2006 Posts: 1538
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Posted: Fri Oct 31, 2008 9:50 pm Post subject: |
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I can't wait to see some of your models as your experience grows. |
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ceriux

Joined: 06 Sep 2008 Posts: 969 Location: Florida, USA
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Posted: Fri Oct 31, 2008 10:32 pm Post subject: |
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yea? thnx
anyways what iv started on the newer one.
 _________________ QuakeDB - Quake ModDB Group |
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frag.machine

Joined: 25 Nov 2006 Posts: 728
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Posted: Sat Nov 01, 2008 12:01 am Post subject: |
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ceriux wrote: | wip of the launchers barrel
-update-
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Watch out for the Heavy Guy, This one looks a lot like Sasha.  _________________ frag.machine - Q2K4 Project
http://fragmachine.quakedev.com/ |
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ceriux

Joined: 06 Sep 2008 Posts: 969 Location: Florida, USA
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Posted: Sat Nov 01, 2008 2:24 am Post subject: |
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ehh i scrapped that one, it was WAY to high poly twards the back ne ways.
UPDATE:
 _________________ QuakeDB - Quake ModDB Group |
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Dr. Shadowborg Inside3D Staff

Joined: 16 Oct 2004 Posts: 726
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Posted: Sun Nov 02, 2008 7:06 pm Post subject: |
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urre: Note I said it was possible in DP, I didn't actually get into HOW it was possible. (/me does the weasel out)
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!  _________________ "Roboto suggests Plasma Bazooka." |
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ceriux

Joined: 06 Sep 2008 Posts: 969 Location: Florida, USA
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Posted: Sun Nov 02, 2008 11:56 pm Post subject: |
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sorry, it will look 10x better when im done uv mapping and skinning it. _________________ QuakeDB - Quake ModDB Group |
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CocoT

Joined: 14 Dec 2004 Posts: 599 Location: Belly-Gum
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reckless
Joined: 24 Jan 2008 Posts: 390 Location: inside tha debugger
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Posted: Mon Nov 03, 2008 12:21 am Post subject: |
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oh cool stuuf :d wish i could do something like that my attempt at reskinning the quake mdl's failed badly for some reason qme places the skins either topside down or back to front or with the wrong scale when i try  |
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