Re: mdl, md2, md3, dpm, iqm, etc... Optimal model format.
which sucks with high-res bumpmaps as the tool to generate said bumpmaps might not have used the same normals.
for player characters, skeletal formats without csqc are still pretty lame.
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Spike wrote:for player characters, skeletal formats without csqc are still pretty lame.
note that this code is incomplete and doesn't deal with weapon animations or anything. I got bored. Sue me.
Note that the engine does not provide ragdoll support. While it is possible for that to be written in QC (with ode physics or whatever), it would take a ton of work.
The 5th and 6th args of skel_build are the 'first' and 'last' bones to build/copy into the skeletal object. You can use those to provide upper/lower distinctions so that shooting is separate from running (last==-1 means 'all following bones').
If you do actually read the code I linked to, you'll notice that the animation data used isn't even in the same model file as the mesh.
This will keep the feet synced with the ground.
Spike wrote:For shooting, you can either just directly use the frame(group) numbers from ssqc and simply interpolate based on those, or try to animate inteligently based on whenever a shot goes off and whether they're still holding the fire button. I dunno, animate it how you want, I'm not gonna write your mod for you.
Seven wrote:Hello frag.machine,
If it comes to mods, be sure to visit Chip´s quakewiki page:
http://www.quakewiki.net
The archive there is remarkable.
Here is the direct link to Chip´s sagdoll page:
http://www.quakewiki.net/quake-1/mods/sagdoll/
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