|
|
|
Member 344 posts
Registered: Apr 2007
t not just wobbling. so that will be the final rl! until someone complains. THATS THE SPRIT!!!!!! also as they say in modding "its not a bug, its a feature " haha yes very good quote. here is my plan. once the lg reaches near or about 50 downloads, I will start on Plague's grenade launcher and then the SNG. I will animate Plague's nail guns as they fire! these are going to both be the most fun to make. after I release all vweps(yes, I will do the sg as well), I will then start animating the triggers..I know they aren't very noticeable..but it would be a small neat feature =]
Member 303 posts
Registered: Jun 2007
I doubt there is anything you can do with this bug, all Q1&Q2 models suffer from it during idle animation, id just did terrible job at part of engine code that is responsible for models :/
Member 344 posts
Registered: Apr 2007
alright, its plowing time! I no longer care about how many dls the lg is going to get, I'm going to work hard tonight and try to get two models done nicely. first I'm fixing up the double barrel shotgun(the handle was really fat on the hand) and then I'm going to finish up Plague's grenade launcher. I'm going to then move on to..finally...the shotgun! if Prime doesn't have time to help, I'll re-texture it myself the way he has the v_shot.mdl
stay tuned.
Member 344 posts
Registered: Apr 2007
give it a try! http://gfx.qwdrama.com/details/214/
Member 793 posts
Registered: Feb 2006
so i just tried both the lg and the gl and they both are fantastic. quality wise on par with your v_wep rl, makes me wonder how you could do these last two so quickly. weapons look really nice and smooth even with demo_setspeed 1. it's like the playermodel was designed for the weapons not the other way round. good job! looking forward for the sg (as that one now *really* sticks out in a bad way ) and the nailguns of course. PrimeviL if you read this, look at these pics and give the man a hand, yours and his work deserve it IMO !
Member 303 posts
Registered: Jun 2007
Outstanding job. I've tried them all, and they look great in game (better than in screenshots actually). Only problem is that lg looks a bit too small, but i can live with that. Now i must switch to normal player skins (24-bit Prime ones of course), because brightskins (24-bit Prime ones of course xD) look stupid with them. Also, after you'll finish them all, it would be cool if you make tutorial how to make w_ weapon models out of g_ models. I can wait for sng - this should be coolest looking model of them all P.S. After all this crazy stuff ppl are working on atm will be released, QW needs another promo movie
Member 344 posts
Registered: Apr 2007
thanks for the nice feedback, the lg is actually a little bigger than the original lg vwep model. you can try comparing them. I would love to release a tutorial immediately after I finish them all! its a lot of fun, but it can also take some good amount of time. three more models guys!
Member 344 posts
Registered: Apr 2007
alright, its all finished up! it still needs a 24-bit texture to match PrimeeviL's v_shot! so I'm not going to post it on the gfx site yet until it has one! here is a link to download it for now =] PrimeviL please help! =o) http://www.zshare.net/download/17310802e4d23005/
Member 63 posts
Registered: May 2008
Member 182 posts
Registered: Mar 2006
You deserve a medal for this project. Seriously. -------- Is that a roll of toothpicks in your pocket or are you just happy to see Sassa?
Member 344 posts
Registered: Apr 2007
You deserve a medal for this project. Seriously. man, I got this warm feeling in my heart when I read that. thanks a lot man =]
Member 344 posts
Registered: Apr 2007
w_nail2 is finished! I plan to put it in my all in one package! I even made a firing animation for it! it took a while, but it was worth it! the nailgun model is last and probably going to take the longest to animate. I'll take my time with it and this will all be complete!
Member 7 posts
Registered: Dec 2006
Between the hi-res player texture and the new vweps, a new player model isn't needed in my opinion. The chunky, bulky look of Quake's maps and models is one of the appeals of the game. Will the hi-res player texture and the new vweps become a standard part of ezQuake and nQuake? The strict faithfulness and quality of this work should guarantee its standardization by inclusion in ezQuake and nQuake.
Member 1754 posts
Registered: Jan 2006
WOW! the sng is $$$! fuckin' great! thousand points to trickle
Member 793 posts
Registered: Feb 2006
yea it's a good day in the ol' quakeworld. i also like the sg (!) very much. you're the man Trickle.
Member 303 posts
Registered: Jun 2007
This super nailgun looks like it can inflict some serious pain... too bad the coolest looking weapon is such mediocre in term of usefulness Great job as always. I hope your work don't go waste, and w_ models would become a standard and part of nQuake. But i think i'm going to miss universal cannon... it is part of what Quake is, after all.
Member 805 posts
Registered: Mar 2006
Man you took something good (the v_wep) and made it perfect!!!
GG!!! https://tinyurl.com/qwbrasil - QuakeFiles
Member 7 posts
Registered: Dec 2006
This super nailgun looks like it can inflict some serious pain... too bad the coolest looking weapon is such mediocre in term of usefulness Great job as always. I hope your work don't go waste, and w_ models would become a standard and part of nQuake. But i think i'm going to miss universal cannon... it is part of what Quake is, after all. Even if the w_models become a standard part of nQuake, what would stop the inclusion of a configuration option for sticking with the universal gun?
Member 12 posts
Registered: Dec 2007
nice work, Trickle. Would you be interested in doing some vweps for team fortress as well? Snieper rifle, railgun, flame thrower, and a few others are needed. Keep it up \m\
Member 344 posts
Registered: Apr 2007
nice work, Trickle. Would you be interested in doing some vweps for team fortress as well? Snieper rifle, railgun, flame thrower, and a few others are needed. Keep it up \m\ most definitely. only vanilla Quake vweps work though. unless you modify the code it or something like make it so it would recognize w_srifle or w_rail =]
Member 12 posts
Registered: Dec 2007
should be no problem with tf weps - you can precache up to 32 weapons in third-person. I'll be on irc if you wanna help me test em tho.
Member 344 posts
Registered: Apr 2007
ok dude, I'll be on soon
I'll begin working on the w_nail tonight! 224 objects to attach!
Member 344 posts
Registered: Apr 2007
w_nail finished! now I just need to make a 24-bit texture for the sg that matches PrimeviL's v_shot and I then I can release the all in one package!
Member 63 posts
Registered: May 2008
awsome bet u cant wait to stamp it :lol:
Member 344 posts
Registered: Apr 2007
Member 1754 posts
Registered: Jan 2006
\o/ looks cool
Member 344 posts
Registered: Apr 2007
the firing animations are much more fluent looking ingame than those gifs, it took a long time to do that nail gun.
Member 793 posts
Registered: Feb 2006
you really should get a quake expo booth for your release of the pack. this is like quake christmas, i feel all warm inside.
Member 344 posts
Registered: Apr 2007
you really should get a quake expo booth for your release of the pack. this is like quake christmas, i feel all warm inside. http://qexpo.tastyspleen.net/booth.php?id=159 =]
Member 344 posts
Registered: Apr 2007
I might go ahead and release it as it is. the 8-bit sg already looks nice anyways all in one package coming soon!
|
|
|
|