Title: combining models? (err... little help...) Post by: monkey monkey monkey on 2004-07-17, 17:45 Right, i'm still going in my own time with this Accuracy pack, sounds and such...
...I knocked up a quick skin for BJ Blazkowitz from Wolfenstein 3D, using the sarge/earth model. He looked silly with armour on, so i used bittermans body. So now i've got sarges head on bittermans upper and lower in the model viewer, and it's OK. How do I get this going in the game? Is there a script to tell quake 3 what head and body models to put together, without having to use console commands? I could rename them all into a new model, but i'd rather save space and use existing md3s ;) While i'm at it... what script determines which 'generation' a model/skin is placed under? PS looking forward to 99e ^_^ Title: Re: combining models? Post by: Tabun on 2004-07-18, 00:14 There is a way to combine body & head models:
- select a model first (for the body), thus: /model bitterman/[skin] - select a head, with: /headmodel sarge/[skin] There's a catch. The body (the /model) is bound to the classes, for the logical reason that people need to be able to see what class you are, and a headmodel is not enough or big enough for that. Also, with the /cg_headmodels toggle, players can disable alternative headmodels, and force the body's original head (not everyone likes the funky headmodels). There is no script that defines the class of a model, the model itself is linked to the class. In other words: You can select bitterman for Strogg, and use sarges head, but you cannot use bitterman's body for Earth. Title: Re: combining models? Post by: monkey monkey monkey on 2004-07-19, 12:52 erm... damn. Right.
something else... tha cartoony flash you get when you fire the strogg weapons, such as the machinegun. strogg_effects.shader says they are, for example: models/weapons2/machinegun/f_stroggmachinegun.tga But there's nothing there! If i set the shader to sarge/null, nothing changes! So, where's this image then? :?: Title: Re: combining models? Post by: Phoenix on 2004-07-20, 01:57 That's because the muzzle flashes are only hacked in and borrowed from the Q3 muzzle flashes right now. The actual muzzle flash model is probably pointed to the texture models/weapons2/machinegun/f_machinegun.jpg, which is shaderized in models.shader, part of baseq3. We're going to be doing new muzzle flash effects later.
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