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#1 2019-11-05 21:18:26

Devil Master
Member

My experiments with QuakeC are starting to give results...

The last time I posted here, I was askng about using custom MD3 models in Darkplaces and having QuakeC use them. After these months, I'm starting to see results I can call "acceptable". Check out what I've done:

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Golden Desert Eagle with custom scope, which replaces the standard shotgun. The model comes from Soldier of Fortune 2 (the gun, the scope) and the Duke3D HRP (the hand). It shoots 7 traces just like the original shotgun, but their spread is zero.

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This and a couple more weapons now have an alt-fire mode. In this case, the Desert Eagle is used as a sniper rifle and delivers double damage, while taking twice the time for reloading.

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Shotgun, which replaces the double-barreled shotgun. The model comes from the Duke3D HRP. It shoots 14 traces like the original double-barreled shotgun, with half the spread because I don't like feeling like I'm shooting cotton candy when I shoot a distant enemy.

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M16, which replaces the nailgun. The model comes from  Soldier of Fortune 2 (the gun), the Duke3D HRP (the hand) and I modeled the flag. It shoots nails (or "spikes", like they are called in QuakeC) like the normal nailgun, but the shooting offset has been modified to be coherent with how the weapon is held.

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Alt-fire mode for the M16: it fires pipebombs. Not only I have changed the model from the standard Quake grenades, but now they explode when the player detonates them, rather than after a fixed time.

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RPG, replacing the rocket launcher. I made the model from scratch, although I based it on the first official DNF screenshot. The shooting offset has been altered from the Quake rocket launcher to be coherent with how the weapon is held.

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Alt-fire for the RPG. Why shoot a rocket, when you can shoot two?

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Brand new object! The model comes from the Duke3D HRP. This trashcan shares part of the code with the small exploding box, but it can contain an object (which object depends on the spawnflags value) which can then be picked up.

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The trashcan explodes into pieces when it's shot. This particular trashcan contained a six-pack of Coke (model made from scratch by me) which gives +30 health, like in Lameduke.

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The gas bottles and the barrels share part of their code with the big exploding box, spawnflags decide the model to use. The gas bottle model comes from the Hollywood Holocaust Rethinked mod, while I made the barrel models.

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The barrels also explode into pieces when shot.

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Another object I added is a jetpack. It's based on Harlequin's jetpack mod, but I didn't like how it used the original backpack model and it basically replaced the biosuit (and even worse, if you wanted to have both jetpacks and biosuits in a level, you could only randomize their appearance), so I fixed that. I made a brand new model, and I modified the code so the biosuit object can either be a biosuit or a jetpack, depending on the spawnflags value.

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And here we go up up and away!

Now, I have more questions.
1) How do I create new sprites? For example, I want to replace the original explosion sprite with a higher quality one, from eDuke32's high resolution pack.

2) How do I create animated textures? I want to turn a surface into a screen showing static.

3) This is gonna be the tough one. How do I rig models with bones to make them move realistically? I've experimented with 3D Studio Max and GMax, and both give me the same problem: sometimes, a bone influences more vertices than I want (e.g. the bone that's supposed to move the left thigh also moves part of the RIGHT thigh); sometimes it doesn't move vertices that's supposed to move (e.g. the bone that's supposed to move the character's torso doesn't move the vertices lying at the very front of its chest).
I have found no method to easily determine which vertices a bone will move, and I refuse to believe Autodesk would release a product where a feature is so broken, so obviously there's something I'm not doing right. But what?

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