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InsideQC Forums • View topic - Trickle's Vwep Wisdom?

Trickle's Vwep Wisdom?

Discuss the creation of various model formats for Quake engines, and related matters to modeling.

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Trickle's Vwep Wisdom?

Postby Baker » Mon Jan 11, 2010 11:01 pm

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Postby ceriux » Tue Jan 12, 2010 4:53 am

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Postby Trickle » Tue Jan 12, 2010 5:42 am

the problem with that is the wrapping of textures if the vwep model is too large. the method of assigning other models to one single player model via code is easier in my opinion(and more CLEAN). not only that, but it would be more annoying if an engine like Qrack ever had that type of addition as you would have to make player_0_pants and player_0_shirt for each player weapon combination model.

Baker, as for the custom animations for several models in TF..Avirox had a lot to do with that. I only animated the models and then Avirox made cool stuff happen that I requested like making w_knife.mdl switch to w_knife2.mdl after attacking something to show the blood..also we had a whole new model to replace w_rock.mdl called w_rockfl.mdl as the pyro actually uses some of the shotgun firing frames for the flame thrower. we also had the sniper rifle aim as you held +attack stuck on the first shotgun frame. Painkeep was interesting too, when I worked with the airfist..I found that it uses 3 different frame sets for firing.


the reason I haven't made any tutorial yet is the lack of interest, every server that has vwep enabled I have helped out with which includes

MegaTF Co-Op
Weenieville Painkeep
VA.telefrag.ME [TWCTF]


I'm sure for a mod like Malice it would be easy as hell to do as far as coding. my method is long depending on the g models used and the amount of objects it has(Plagues g_nail.mdl had 224), if no g model exists(like the single shotgun) I have a new model made. making the actual vwplayer.mdl is as easy as deleting the pseudo gun and axe. so in the case of Malice it would be that large cannon. at one point I thought it would be cool if the sniper enforcer on the megatf server held the sniper rifle or the rocket grunt holding a rocket launcher.

you also have to realize, I didn't come up with the vwep code..I believe oldman or Tonik did. I just so happened to have an extreme interest in it and wanted to make them more accurate + updated with the newer remade quake models. I also pointed out some flaws with the ezquake team and that sort of thing(like switching from axe to a gun would make this dropping effect happen due to poor interpolation or something).


current engines supporting this are ezQuake, FuhQuake XE, zQuake(I think), and FTE.
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Postby ceriux » Tue Jan 12, 2010 5:46 am

i dont see what you mean by that, youd simply just replace quakes base gun with that of the custom one as an example... the textures would all be the same and using seperate models would give the developer more texture space...
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Postby Trickle » Tue Jan 12, 2010 5:56 am

I know that would be extremely easy, I'm just saying if you separate the models you can have a bigger texture range. try importing g_nail.mdl from Plagues pak to the vwplayer.mdl and you'll see what I mean..the textures warp.
Last edited by Trickle on Tue Jan 12, 2010 6:03 am, edited 1 time in total.
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Postby Trickle » Tue Jan 12, 2010 5:59 am

Death Match Essentials worked out great for the time, the low poly gun models and all.

it featured the same style you were suggesting of course.
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Postby Baker » Tue Jan 12, 2010 9:57 am

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Postby r00k » Tue Jan 12, 2010 6:41 pm

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Postby Baker » Tue Jan 12, 2010 10:00 pm

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Postby Trickle » Tue Jan 12, 2010 10:10 pm

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Postby Baker » Tue Jan 12, 2010 10:31 pm

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Postby Trickle » Tue Jan 12, 2010 11:10 pm

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Postby Baker » Tue Jan 12, 2010 11:58 pm

The night is young. How else can I annoy the world before sunsrise? 8) Inquisitive minds want to know ! And if they don't -- well like that ever has stopped me before ..
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Postby Trickle » Wed Jan 13, 2010 12:36 am

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Postby Baker » Wed Jan 13, 2010 1:46 am

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