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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. http://qexpo.tastyspleen.net/booth.php?id=159 =] wtf!! haha
Member 344 posts
Registered: Apr 2007
the package is here! go look at the first post of this thread! everyone have fun! =]
Member 303 posts
Registered: Jun 2007
I think you should add to readme some words about how to install these. Everyone interested should know, but do something for the newbs out there
Member 344 posts
Registered: Apr 2007
I think you should add to readme some words about how to install these. Everyone interested should know, but do something for the newbs out there yeah good idea
Administrator 1864 posts
Registered: Feb 2006
no 24bit for the shotgun then?
Member 344 posts
Registered: Apr 2007
no 24bit for the shotgun then? not now at least, the 8-bit one still looks pretty damn nice. I wanted PrimeeviL to make it the way the v_shot is.
Member 344 posts
Registered: Apr 2007
Ruohis was kind enough to lend me a hand in making a w_shot with a PrimeeviL style texture. this is a combination of the v_shot and g_shot. so its really more like the real shotgun. I'll even have the forestock slightly move back with the hand when it fires! I wish I waited longer before I made the official vwep package release, but this will still be added to the current one!
Member 364 posts
Registered: Oct 2006
now somebody gotta make a movie showcasing these vweps
Administrator 1864 posts
Registered: Feb 2006
yes, and update your booth, Trickle
Member 793 posts
Registered: Feb 2006
that sg looks 100 times better than the old one. and the old one isn't even half bad, don't get me wrong. i love the stubby-ness of the model if the texture is on par the sg could be the highlight of your pack.
Member 344 posts
Registered: Apr 2007
as you guys might already know, I've been making some vweps for MegaTF lately.
Member 17 posts
Registered: Aug 2007
looks awesome, good job
but how do i enable them on my server and client? got ezquake 1.9
Member 344 posts
Registered: Apr 2007
looks awesome, good job
but how do i enable them on my server and client? got ezquake 1.9 MVDSV .28
Member 251 posts
Registered: Mar 2006
trickle finally got the shotgun textured and in mdl format so that you can use it
Member 344 posts
Registered: Apr 2007
wow, excellent job! email me that and I'll get started!
Member 251 posts
Registered: Mar 2006
already sent you a PM. with the link to the file
Member 793 posts
Registered: Feb 2006
*that's* a nice looking shotgun! it's the icing on the cake for your pack Trickle i'm telling ya. Perfect! can't wait for the finished pack download <3
Member 344 posts
Registered: Apr 2007
already sent you a PM. with the link to the file you really completed the package man, I really owe ya one =] try to send it one more time, my pm messages were full!
Member 344 posts
Registered: Apr 2007
thanks a lot Ruohis, you did an amazing job! I finished the final w_shot! I'll start putting together the final update on my vwep package now! =]
Member 344 posts
Registered: Apr 2007
Administrator 1864 posts
Registered: Feb 2006
Member 1754 posts
Registered: Jan 2006
\o/ \o/ \o/ \o/ \o/ \o/ \o/ \o/
Member 357 posts
Registered: Mar 2006
package complete. =] Unfortunately, I can't use these as nicely as ezQuake can, (netquake doesnt support player_state, to carry the command.impulse ) so entities dont have a "weapon" in hand assigned to them, so i tried just using an EF_VW_SHOT1 flag and catch that from the mod to the engine, but now the models show up but dont animate The problem for me with the old vwep models that included the player also was I couldnt use the 24bit skins, if I can just get your models to animate i'd be set but all they do is jaunt out of my player oh well you dont have this package with the player model included as an object do u?
Member 344 posts
Registered: Apr 2007
nah, the vwplayer.mdl isn't included. the DME mod had a player model holding each weapon, you should just add the player model to each weapon and do it that way! its a piece of cake on the newer version of qME. just open the vwep first, then import the vwplayer.mdl and save model as!
Member 357 posts
Registered: Mar 2006
Hmm, doesnt work like that. If I merge a model into the current the new merged model has no animation frames.
Member 344 posts
Registered: Apr 2007
Hmm, doesnt work like that. If I merge a model into the current the new merged model has no animation frames. it works for me with qME 3.1, open the w weapon first. then import the player model and the frames and animations are there. the problem is, the texture base gets all messed up. probably do to the high amount of objects or something.
Member 344 posts
Registered: Apr 2007
more TF vwep progress, the spanner!
Member 215 posts
Registered: Mar 2006
hell yeah. glad u chose that spanner mdl. It Takes A Tough Man To Make A Tender Rocketjump
Member 344 posts
Registered: Apr 2007
hell yeah. glad u chose that spanner mdl. you can never go wrong with DOX. I wonder what that guy is up to now, imagine how awesome his models would be if he started making ones with 24-bit textures. its almost overwhelming to even imagine considering his 8-bit work from the late 90s is just pure quality.
Member 14 posts
Registered: Jul 2007
Hi Trickle & Co,
can a similar method be used to give grunts visible weapons ingame? I'm thinking about shotgun and nail grunts here.
I mean the QME method described above. (I'm a n00b at this)
I would be interested to do that in the Remake project:
http://qexpo.tastyspleen.net/booth.php?id=157
http://qexpo.tastyspleen.net/booth.php?id=167
Our modified grunts would be the only monsters who'd need vweapons. (shotgun, nail - the axegrunt is its own model) ATM it's a bit hard to spot the nailgrunt, because we don't want bright red skins etc.
(isn't the soldier model extremely similar to the player model?)
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