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InsideQC Forums • View topic - Adding a weapon to the 3rd person quake guy

Adding a weapon to the 3rd person quake guy

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

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Adding a weapon to the 3rd person quake guy

Postby thommoboy » Fri Jan 20, 2012 3:54 am

this is (hopefully) one of my last questions

how would i add my custom plasma cutter to the quake guy in third person
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Re: Adding a weapon to the 3rd person quake guy

Postby leileilol » Fri Jan 20, 2012 4:52 am

inb4blindkids


A gunless player.mdl, a gun animated to player frames' accordingly (like Quake2 p_ weapons), and a movetype_follow QC extension supported for the task to be easily done.
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Re: Adding a weapon to the 3rd person quake guy

Postby thommoboy » Fri Jan 20, 2012 5:40 am

yeah... wait what im not a modeller these are my first models ever :P


Image

Image

can you explain in english :P
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Re: Adding a weapon to the 3rd person quake guy

Postby toneddu2000 » Fri Jan 20, 2012 12:23 pm

Is that Sketchup? It's amazing you're trying to make a weapon with that tool! I reccomend you blender. It's free, it's powerful, it's awesome.
Anyway the model is not bad. Keep it work adding some detail
- my first commercial game, made with FTEQW game engine
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Re: Adding a weapon to the 3rd person quake guy

Postby thommoboy » Sun Jan 22, 2012 7:37 am

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Re: Adding a weapon to the 3rd person quake guy

Postby Ghost_Fang » Sun Jan 22, 2012 7:09 pm

Assuming you're engine doesn't support attachments (md3s or HLmdls) you would need to make your weapon model match your player model's frames, spawn the P_weapon, we'll call it, as a new entity and its owner be the player. And have the P_weapon's think update its origin to equal the player's origin, as well as the angles and frames, and have it update every frame or twice a frame. Its quite an easy thing to do, but for a beginner, it serves challenging.

Also, I assume you are making a Dead Space-like game, so you don't need to worry about visibility in first person, but if you do this in the future there is an extension to hide the third person gun for the client.
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Re: Adding a weapon to the 3rd person quake guy

Postby Baker » Sun Jan 22, 2012 9:05 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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Re: Adding a weapon to the 3rd person quake guy

Postby thommoboy » Mon Jan 23, 2012 12:17 am

is this psp compatible?
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Re: Adding a weapon to the 3rd person quake guy

Postby Baker » Mon Jan 23, 2012 12:39 am

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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Re: Adding a weapon to the 3rd person quake guy

Postby thommoboy » Mon Jan 23, 2012 1:57 am

i dont get it :(
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Re: Adding a weapon to the 3rd person quake guy

Postby Baker » Mon Jan 23, 2012 2:32 am

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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Re: Adding a weapon to the 3rd person quake guy

Postby qbism » Mon Jan 23, 2012 3:07 am

Find a mod that already has it and study it, and the weap and player models. OrionTF mod is one. The road is long.
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Re: Adding a weapon to the 3rd person quake guy

Postby dr_mabuse » Mon Jan 23, 2012 6:12 pm



Scroll down, Jukki wrote how he did it in Nazi Zombies PSP...
You just need a weaponless playermodel and the 3rd person weapons animated to match the playeranimations (hard work)..
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Re: Adding a weapon to the 3rd person quake guy

Postby ceriux » Tue Jan 24, 2012 12:37 am

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Re: Adding a weapon to the 3rd person quake guy

Postby Baker » Tue Jan 24, 2012 8:38 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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