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RMQ Demo 3

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gb_remake:
MH about the engine:

http://mhquake.blogspot.com/2011/12/updates-december-13th-2011.html

gb about the project:

http://spawnhost.wordpress.com/2011/12/14/pre-demo-release-thoughts/

madfox:
I reply to post 2:

New feathers: new weapon (couldn't find the weapon ticket)

I remade the model of dr shadowborough's Railgun.
Its's in the testing files, one for playing and one for picking up.
There's a bright new ring ffect in it.



Small question.
What are IMQ models?

ijed:
Nice.  We've got the cauteriser though.  Maybe send it to DrS and see what he says - probably be pretty damn pleased :)

As for IQM, I don't know much myself, it's more Jonas' thing.  Here's what google turned up:

http://lee.fov120.com/iqm/

gb_remake:
IQM is Inter-Quake Model format. It is a modern model format for Quake type games. It supports skeletal animation (using a rig / bones / armature), it has less vertex drift than MDL, it can be animated from CSQC (animation blending), and it probably doesn't have the limits that MDL has. It also has per frame bounding boxes.

There are two ways to export to IQM:

- a Blender export script comes with the IQM devkit

- Noesis model converter can export to IQM.

http://lee.fov120.com/iqm/

An IQM model is used from QuakeC in exactly the same way as a MDL. It is simply a better and more modern format. Games like AlienArena and Nexuiz/Xonotic use IQM models. Now RMQ does, too.

ijed:
Ah, yeah... I'm getting old and these things get buried.  Basically, the model format we should be using.

What were the problems with the flyer mesh from before?

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