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InsideQC Forums • View topic - hexen 2 visual weapons?

hexen 2 visual weapons?

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

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hexen 2 visual weapons?

Postby ceriux » Wed Jul 04, 2012 3:40 am

how is it that hexen 2 does the visual weapons? i was looking at a mdl in qme and it appears to have multiple weapon attachments or something?

Image

Image

i can only assume that they scale the weapons down and place them inside the player?
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Re: hexen 2 visual weapons?

Postby toneddu2000 » Wed Jul 04, 2012 7:43 am

Nexuiz used a bone, iirc. It was called "Idontremeberhow" and then in qc you could set the origin of the weapon according to the origin of that bone. I don't know if hexen2 was using such a "modern" method! :)
- my first commercial game, made with FTEQW game engine
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Re: hexen 2 visual weapons?

Postby Spike » Wed Jul 04, 2012 11:00 am

it uses a different frame, I believe.
its horrible like that.
but at least each player only has 4 weapons max.

if you're okay with extensions (dp+fte specific), use the 'setattachment' extension builtin, and externalmodelforclient.
.
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Re: hexen 2 visual weapons?

Postby leileilol » Wed Jul 04, 2012 12:04 pm

Each standing, attacking, running, crouching and swimming animations have 4 copies, one of each weapon, that are hidden away in their anus. It's the quake method, x2.
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