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InsideQC Forums • View topic - Best Method for Various Player Heads

Best Method for Various Player Heads

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

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Best Method for Various Player Heads

Postby Ghost_Fang » Thu Mar 01, 2012 12:56 am

So as the title says I want to have various heads/helmets for player models and maybe even NPCs. What would be the best way of doing this in Darkplaces? I am going to assume that Md3s are my best bet, unless there is a better way? If Md3 are the best way, could anyone point me in the direction of good, Darkplaces compatible, Md3 documentation? The few that I found seemed pretty Q3A and Sauerbraten specific, and I'm pretty sure Darkplaces doesn't support ALL of the Md3's features.
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Re: Best Method for Various Player Heads

Postby leileilol » Thu Mar 01, 2012 1:10 am

Darkplaces does support all of MD3's features (.skin files, tags).

Read dpextensions.qc
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Re: Best Method for Various Player Heads

Postby Ghost_Fang » Thu Mar 01, 2012 4:36 am

Last edited by Ghost_Fang on Fri Mar 02, 2012 11:36 pm, edited 1 time in total.
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Re: Best Method for Various Player Heads

Postby Seven » Thu Mar 01, 2012 9:33 am

Hello Ghost_Fang,

DP_GFX_QUAKE3MODELTAGS is exactly what I would do, too.
"setattachment" is your best friend i guess :)
I think SUPA wrote a small tutorial here in the inside3d forum how to exactly use "setattachment".
Pleased search for it if necessary.

Inside the monster spawn function you will have a small random function that selects the head.
Then use "setattachment" to glue them together.

Good luck.
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Re: Best Method for Various Player Heads

Postby Ghost_Fang » Fri Mar 02, 2012 5:19 am

Is there a good tutorial or documentation how to use these properly in darkplaces?
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Re: Best Method for Various Player Heads

Postby Ace12GA » Fri Mar 02, 2012 2:13 pm

Check out supertorso: viewtopic.php?t=58
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Re: Best Method for Various Player Heads

Postby Ghost_Fang » Fri Mar 02, 2012 11:35 pm

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Re: Best Method for Various Player Heads

Postby Ace12GA » Sat Mar 03, 2012 3:11 am

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Re: Best Method for Various Player Heads

Postby ceriux » Sun Mar 04, 2012 5:21 am

if your using mdl's you could try the visible equip thing using drawonlytoclient?
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Re: Best Method for Various Player Heads

Postby Ghost_Fang » Wed Mar 07, 2012 12:37 am

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Re: Best Method for Various Player Heads

Postby qbism » Wed Mar 07, 2012 2:54 am

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Re: Best Method for Various Player Heads

Postby Ace12GA » Wed Mar 07, 2012 4:06 am

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Re: Best Method for Various Player Heads

Postby Ghost_Fang » Wed Mar 07, 2012 8:51 pm

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Re: Best Method for Various Player Heads

Postby Ace12GA » Wed Mar 07, 2012 9:21 pm

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Re: Best Method for Various Player Heads

Postby Ghost_Fang » Fri Mar 09, 2012 5:23 am

I know, i will definitely use supertorso for a reference when the time comes, but my only issue is that there is NO MD3, its not there at all, chase_active 1? Nope.avi connect another client? nope.avi. I cannot see the player model at all in game. And i think the code was designed so you could see your arms, torso and legs in first person anyways. I'm almost thinking about just using a headless player.mdl and having the heads spawn with MOVETYPE_FOLLOW. :/
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