 Day 8ish
#677 posted by Preach on 2013/09/17 23:57:47
Yeah, so I've about run out of tools and utilities to post about, but I will continue with a trickle of models to use. Today we've got a gas cylinder which I originally made for a top-down zombie shooting mod. So the idea was to try and make a model which looked interesting from above. Luckily I did skin the whole model so it can be used in 3D maps as well.
http://tomeofpreach.wordpress.com/2013/09/17/gas-cylinder/
Also, quick note on the republished vine model. Before this morning the "fixed" vine was missing the extra skins that the original came with. So you might need to re-download that one yet again...
 Request For Help
#678 posted by madfox on 2013/09/19 21:20:36
I have heard so much about beez.
Yet I never saw them in Quake1.
I have heard about a swarm entity,
but it is beyond my grasp.
Here I have some beez in beta state.
Thing izz... I can't kill them.
I even can't hurt them.
Help!
They hurt me, and kill me.
 Also
#679 posted by madfox on 2013/09/19 21:31:29
any ideas for the model are welcome.
I can't loop the sound, although I ripped it with cooledit to loop mode.
 MadFox
#680 posted by Preach on 2013/09/19 22:38:06
I have managed to kill the swarm. My hint is that to run your mod in fitzquake, and run the console command "r_showbboxes 1". You should then see where to aim, and it'll give you a clue what's gone wrong in your code.
Incidentally, I spotted a mismatch in the code at the moment. In the QC the pain animation is defined all the way to pain14, but the model only has 8 pain frames. This means the death animation glitches half way through.
 Sorry
#681 posted by ijed on 2013/09/19 22:40:01
Can't check out what you've got there...
The RMQ swarm were distinct enemies, basically each bee was thinking in its own right. In theory with a collision they'd be kill able but this would ruin the shotguns - the code would only allow you to kill one bee of the swarm at once.... Unless you made an invisible explosion happen on the killed bee when hit by a shotgun.
You should be able to grab the swarm.qc from the RMQ SVN - it is almost completely nuclear as I remember, just needing a defs reference.
There's also a small qc maggot mod from idgames2 which could be useful, which is a micro enemy based off the Flesh Grub (I think).
 Ouch!
#682 posted by madfox on 2013/09/19 23:22:06
That's hillaric!
I thought I was a bad-aimer, but this cheats me.:P
Yes Preach, the bbox is out of order. It has to be in the center. The $painframe a typo.
I'm surprised I can easily walk through the bbox. That gave me the feeling I had to shoot one bee.
How does that bbox come up so left lifted?
@Ijed- always something new with that monster entity. When I started the swarm, I was afraid I couldn't make them too large because of that bbox. Now it seems it is just a tiny thing.
 Swarm
#683 posted by Preach on 2013/09/19 23:26:04
Compare your line:
setsize (self, '16 16 16', '24 24 24');
to the setsize line of other monsters.
 Right
#684 posted by madfox on 2013/09/20 02:50:11
I changed it into setsize (self, '-12 -12 -12', '12 12 12'); and that seems to work.
If the swarm gets killed the bbox hangs in the air, as the swarm is.
This looks rather odd. How come the bbox hangs in the air after the deathframes?
#685 posted by necros on 2013/09/20 03:08:08
check the wizard qc for this, specifically the death frames. you need to change the movetype to toss.
 Yes
#686 posted by madfox on 2013/09/20 05:24:45
Works great now!
Thanks for the advice, necros, preach, ijed.
^v^
beez
 Triple Play
#687 posted by Preach on 2013/09/20 23:24:41
So even though I haven't posted things on here for the past few days, I have managed to keep up "one model a day" through today. What you might have missed:
A model with the qualities necros looks for in a map object - but only useful if your map has a nautical flavour...
http://tomeofpreach.wordpress.com/2013/09/18/mooring/
On the opposite end of things, a section of river you'd need to design the whole area around, although it does have some interesting techniques to demonstrate...
http://tomeofpreach.wordpress.com/2013/09/19/rapids/
Finally, a length of bright warning tape for base maps, gimmicky but fun...
http://tomeofpreach.wordpress.com/2013/09/20/warning-tape/
#688 posted by necros on 2013/09/21 01:57:42
totally downloaded the mooring. :)
 Thanks Preach!!
#689 posted by mfx on 2013/09/21 02:10:52
 Bender
#690 posted by madfox on 2013/09/25 10:38:16
Can't help it.., seen too much futurama
 Heh Heh Heh
#691 posted by Preach on 2013/09/25 21:00:57
Maybe he's king of those robots from Rubicon 2, so he can be the boss of the level.
 Preach
#692 posted by JPL on 2013/09/25 21:07:44
Or it can be a Duke Nukem cyborg (the cigar man, the cigar !!)
 Metroid
#693 posted by madfox on 2013/09/26 00:09:00
He's more an update from metroid.
I modelled it so, it can open its mouth and animate smiley's. I wanted to add the abbility of lipsync. Qmle screws a lot while importing.
 Lol!!
#694 posted by mfx on 2013/09/26 00:54:10
Im really laughing hard on that floyd...
 Bender2
#695 posted by madfox on 2013/09/28 09:50:15
...and then they will all bend for me!
and kizz my shiny ass!
 Answer To An Older Question...
#697 posted by Preach on 2013/09/29 22:08:38
...and then a new model!
So a while ago I was having a problem with gmax where the triangles got flipped when I exported. I have discovered today that the cause of this is applying the mirror operation to the model you intend to export. Use a mirror modifier instead. If you did mirror the model incorrectly, you can make the flipped triangles apparent in gmax by going to the Utilities tray on the right, and using the "Reset XForm" command. Now the editor and exported model are synced, and you can flip the polys in gmax to fix it.
Anyway, new model time. This was a request by MFX, but I had some ideas stashed away for this kind of thing that made it a fun model to make. It's a mapmodel for adding cables, wires and ropes to a map. Although it's most natural for base maps, there's a rope skin so you can use it in medieval maps too.
http://tomeofpreach.wordpress.com/2013/09/29/cable/
There's a good selection of skins, poses and animations to make use of, plus I'm gonna put up a tutorial based around the model, featuring a new way to organise your animations in gmax. Just need to find the time, might be a few days still...
 Cool
#698 posted by ijed on 2013/09/29 22:33:09
Sure I'll find a place for those!
Also, the mirror issue has another bug which could have you tearing your hair out if you don't catch it - when creating a skeletal rig mirroring the bones will give them a negative scale, which can cause all sorts of headaches.
To solve it you need to find the 'bone tools' panel (can't remember which menu it's under) which has a mirror bones option that won't produce visibly correct but functionally broken bones.
If you've ever had to bin an entirely rigged and animated model because of this then this should be a useful tip. In theory such a model could be rescued by creating a second skeleton and then attaching it bone by bone to the broken one, but that's a pretty ugly way of resolving it.
Seeing as quake doesn't depend on skeletal animation this is kind of pointless, but anyone working on other engines might find it handy information.
 Thanks Preach!!
#699 posted by mfx on 2013/09/29 22:37:56
Now i�m trying to not go mapping all night and look like a Zombie tomorrow..
Arghh!!
 Good Tip
#700 posted by Preach on 2013/09/30 00:07:17
Thanks for that ijed, I've been manually creating both halves of the skeleton before due to that. It's not so bad since my skeletons are generally very lazy, no constraints or anything that might help with IK. When I get round to doing some better skeletal work that's gonna be a lifesaver.
 Duck Model.
Hey guys, I'm looking for a duck model... A walking and swimming (but not flying).
I've googled and looking in pub/idgames2 folders
You guys have any idea where I might be able to find one?
cheers,
Ben
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