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InsideQC Forums • View topic - Quake really needs some generic .mdl open source models

Quake really needs some generic .mdl open source models

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Postby ceriux » Thu Oct 30, 2008 10:32 pm

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Postby Baker » Thu Oct 30, 2008 11:29 pm

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Postby ceriux » Fri Oct 31, 2008 2:23 am

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Postby Spirit » Fri Oct 31, 2008 8:29 am

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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Postby Dr. Shadowborg » Fri Oct 31, 2008 3:57 pm

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! :D
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Postby Urre » Fri Oct 31, 2008 8:39 pm

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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Postby ceriux » Fri Oct 31, 2008 8:47 pm

wip of the launchers barrel :D

Image
-update-
Image

im not sure if i like it... i may do another once i get a better idea.
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Postby Baker » Fri Oct 31, 2008 9:50 pm

I can't wait to see some of your models as your experience grows.
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Postby ceriux » Fri Oct 31, 2008 10:32 pm

yea? thnx :D

anyways what iv started on the newer one.

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Postby frag.machine » Sat Nov 01, 2008 12:01 am

I know FrikaC made a cgi-bin version of the quakec interpreter once and wrote part of his website in QuakeC :) (LordHavoc)
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Postby ceriux » Sat Nov 01, 2008 2:24 am

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

UPDATE:

Image
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Postby Dr. Shadowborg » Sun Nov 02, 2008 7:06 pm

urre: Note I said it was possible in DP, I didn't actually get into HOW it was possible. (/me does the weasel out) :P :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! :D
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Postby ceriux » Sun Nov 02, 2008 11:56 pm

sorry, :D it will look 10x better when im done uv mapping and skinning it.
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Postby CocoT » Sun Nov 02, 2008 11:59 pm

Yeah, very good-looking stuff, Ceriux! :)
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Postby revelator » Mon Nov 03, 2008 12:21 am

oh cool stuuf :d wish i could do something like that my attempt at reskinning the quake mdl's failed badly :lol: 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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