#26 posted by necros
on 2009/09/11 09:30:01
apparently you can have skin groups on models. o.o
#27 posted by JneeraZ
on 2009/09/11 13:48:41
Yeah, I discovered that when fooling around with my model editor. Some cool stuff could be done like blinking lights on enforcer suits and blinking, glowing eyes on monsters.
#28 posted by ijed
on 2009/09/11 13:52:09
Animated monster and weapon skins. You remember the 'talking' skins in Seal of Nehahra?
Max 4 Though
#29 posted by ijed
on 2009/09/11 13:52:22
#30 posted by madfox
on 2009/09/11 16:24:49
I renewed the download with my additions.
Although I altered the weapons.qc with your advice on #22 the arrow seems to stick in the wall and slightly turn to left untill it meets the corner. Then it disappears.
I also added the grenade tumble but it doesn't append.
I only had one time it started raining arrows.
You can cheque it on the same download.
#31 posted by necros
on 2009/09/11 20:17:13
you put all the stuff in the if statement that checks if it hits sky, that's why.
#32 posted by madfox
on 2009/09/12 02:11:38
It was the first calling remove(self) in arrow_touch I came to.
I didn't realize it had to be the second one on the end of the script.
It's working well now, thanks!
Am I Wrong
#33 posted by ijed
on 2009/09/12 02:18:05
But shouldn't just adding 'nextthink X' and leaving SUB_remove have this work?
The projectiles would still do damage while waiting to be removed, but not if their touch was changed / removed.
Argh. The definition of complex - lots of simple.
#34 posted by madfox
on 2009/09/20 15:10:29
I followed the code of Dr.Shadowborgh to make a new weapon in Quake1. I added the Q2 g_rail gun and assigned it to the double shotgun.
So far so good.
Now my concern is starting a game with the g_rail.mdl.
Although this weapon is coded on the doubleshotgun (3) it loses its touch when I switch to the shotgun.
So when I still have enough cells to shoot, the game only offers me the railgun again when I collect the DS.
So stop shooting is gone gun.
I am forced to add a double shotgun too before I can acces the railgun again.
Is there a model-code to solve this?.
#35 posted by madfox
on 2009/09/20 15:16:06
assignement is 8
Coverting Q1 Mdl File Into Some Format Readable By 3ds Max
#36 posted by necros
on 2009/10/13 00:27:45
normally, i would just do a dxf export from qme and import that into 3ds, but for what i want to do, i need a fully animated model (with all it's frames in order).
i have a .mdl converter (mdl.exe) but it's about the dumbest thing i've ever seen as the program outputs all the frames as seperate meshes into the .3ds file it outputs. so when you import it, you get like 150~ duplicate meshes, all different frames.
am i sol for this? any utilities i'm unaware of?
If You Find One
#37 posted by ijed
on 2009/10/13 01:58:45
I've been hunting but have drawn a blank so far.
#38 posted by madfox
on 2009/10/13 20:39:31
Don't you have the Q2MDLR9B, I searched for it but it's one old Q2 mdl converter with also Q1 models. It exports into 3DS very easily compatible toMax3D.
Here's a linkhttp://members.home.nl/gimli/q2mdlr9b.zip:
#39 posted by madfox
on 2009/10/13 20:40:07
#40 posted by necros
on 2009/10/13 20:45:29
no luck, sadly. q2mdlr exports each frame seperately as well. :S
#41 posted by necros
on 2009/10/13 20:54:50
i think maybe the solution is in 3dsmax and not the exporters... there might be some way to create a vertex animation out of multiple copies of a mesh as long as the vertex # are consistent.
the thing that jumps out immediately would be to use the morph modifier with 1 channel for each frame, and to incrementally toggle each one on and off on the appropriate frames, but that would be extremely annoying and there might be a limit to how many morph targets you can have.
#42 posted by ijed
on 2009/10/13 21:48:43
Morph would do it, but be very time consuming.
A nastier problem would be that each model would be its own object, and so have the verticies number individually - there's no way to manage this in max.
Normally with morph you use instances of the same object so that the verts have the same numbers - different objects would most likely get interpolated all over the place.
Bones is the way to go - but that means recreating all the monsters as such :P
#43 posted by ijed
on 2009/10/13 21:52:05
It wouldn't take much time really - what's needed is a decent morph plugin that allows more vert control - morphing via position as opposed to number.
Will be looking around.
#44 posted by Preach
on 2009/10/13 21:53:16
My usual route is to convert it to md2 format using QMe, and then importing that with an import script(this is gmax, but I'm pretty sure that the same script can be found for 3dsmax). I do worry that some animation quality is lost in the conversion. It is potentially avoidable, by choosing the scale to be the same in each frame of the md2 you can get a lossless conversion, however I suspect that QMe does not do that.
If the fidelity of the animation proves to be a problem, then I might be able to knock up a python script or something which does mdl->md2 lossless conversion(modulo the skin, which would just get mapped index for index).
#45 posted by necros
on 2009/10/13 22:12:53
the gmax md2 importer script here: http://www.scriptspot.com/3ds-max/quake-ii-md2-importer
works with 3ds max 9. i was able to import some stock q2 models in with full animations in.
next i'll try converting to q2 from q1 format.
#46 posted by necros
on 2009/10/13 22:15:24
success! thanks for the help! ^_^
Great, Just Great
#47 posted by spy
on 2009/10/13 22:20:30
Will Give It A Try
#48 posted by ijed
on 2009/10/13 22:46:35
If it works with 9 and gmax then in theory it'll work with all versions since gmax was discontinued a few years ago (?) so it should be alongside the .3ds format - one of the few things they don't fuck about with on a version by version basis.
#49 posted by madfox
on 2009/10/25 19:36:23
I have come this far with my amphibian monster.
It stands on land and in water and starts its attack as soon as the player is in vieuw. The landmonster will start shooting and follows it into the water where it turns into swim behaviour.
The watermonster will go into swim position vieuwing the player, but only starts its attack when agitated. Also it hardly shoots as its position is somehow dull.
Point is I can't get it out of the water.
I'm trying to see with my hard-egged qc cramp what's going on but must admit I'm a dumbass.
Here's an example of the model:
#50 posted by necros
on 2009/10/26 02:44:31
didn't look at the code, but for the (uncompleted) monster that was supposed to do what you are describing, i settled on making special monster jump triggers.
essentially, you would make your trigger in the area you wanted the monster to jump out of the water and you'd just set speed and height just like a normal jump trigger.
the only differences were that:
1. it didn't affect any other monsters
2. if it was a 'get out of water' trigger, it would do nothing if the monster was on land (and if it was in the water, 'get in the water' triggers would similarly do nothing).
it makes coding it a lot easier, but it kind of takes away from the monster by making it dependent on the mapper. (imagine if fiends only jumped where mappers put triggers, for example).
you could take a look at the code that makes the player jump out of the water. this could work but it could be troublesome.
the player code is run every frame, so it doesn't miss chances to jump out of the water.
but a monster not only is running it's code slower (0.1 seconds) because of movetogoal, it will never really be flush with walls unless it gets lucky.
otoh, if all you mean is you can't get the monster to walk out of the water on, say, a ramp, the trick is to take off the FL_SWIM flag early.
every frame of your swim function, run a test of the pointcontents over the monster's head (say 16 units over the monster's origin) and use that point to determine when to swim or walk.