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sword.mdl_1.tga is a darker version.
sword.mdl_2.tga has a different handle. (Texture is from Quake Reforged!)
sword.mdl_3.tga skull version wip (based on QRP!)
You can use the gloss from sword.mdl_0!
Please try it.
Last edited by webangel; 10-24-2012, 01:31 PM.
Reason: update
Hello webangel,
Thank you for further reworking the skin.
Unfortunately I could not test it, but I will shortly.
Dear all,
After thinking about the sword last night, I decided to implement the multiskin/multimodel feature for this enemy too.
Reason is:
The sword is the easiest enemy to make animation for.
Simply because it doesnt have any
The model is only moved, tilted and turned around during the fight, run and death animations.
That was the reason I looked for freehigh poly sword models in the internet. These models can be easily implemented into Quake because the animations can be done quickly.
I found around 10 amazing free models.
These are the best 3: 1.)
2.)
3.)
I think we can make a second sword model based on one of these free models and can use it 'together with' or 'in place of' Rogue´s original model in the game.
The 2nd one has amazing details, and a perfect stanic look. I already could convert it to .md3 and put it into the game.
There are some issues with the texture placement now, but this can be fixed I guess.
It looks quite different to Rogue´s sword, but why not allow a little bit divVersion ?
With the help of webangel we will be able to have a nice alternative sword I guess...
the second one is cool but it reminds me a bit to much of darksiders, and its way to overly different from the original sword, which is just a basic sword
but im really liking the idea of replacement swords with multiple models a lot
would be cool if you could implent it to instead use 4 different models or such <3
instead of different skins make it use different models
the replacement skin for sword looks good, ill try it later
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