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  • Custom backpack models

    Dear all,

    Do you sometimes ask yourself why these monsters spawn the same backpack model ?
    - soldier (with shells)
    - enforcer (with cells)
    - ogre (with grenades/rockets)

    And where did the monsters carry their backpacks ?
    Their body models does not show a backpack (except the enforcer).

    That made me think of bringing a little bit variation into the game.
    Maybe make it more interesting and fun to play.

    First I only thought about making custom backpack models for these 3 monster types.
    After some experimentation this was not enough and I wanted some more differentiation.
    So a different movement, visual, touch-sound and feeling of the new models came into play.
    In the end, the “almost-final” result is shown in the youtube clip below.

    I must say Thank you very much to: webangel.
    She took the base models and blew some magic into their shape, alignment and textures.
    Without here skills this would not have been possible.

    These models have been used as base, but have been modified/extended a lot:
    - shells (Tomaz´s “a_shell1.mdl”)
    - cells (OoPpEe´s “plasma.mdl”)
    - grenades (My-Key´s “grenade.mdl”)
    Thank you to these great people too.


    Special attention deserves the enforcer_backpack.
    The visual is the result of quite complex modeling and coding.
    It took us a lot of time to get there.
    I had to create a code with multiple models and random movement, which interact with each other and always result in a different shape/constellation, every time an enforcer dies.
    In other words, every enforcer backpack has a slightly different visual.
    You can adjust the cell model quantity from 1 to 5 (default = 3)

    Of course, these new custom models are only optional.
    You can adjust the backpack models via cvar in the “small mod compilation”.

    I decided to create this thread to have the possibility to listen to your suggestions
    and to be able to implement them into the upcoming “small mod compilation” update.
    Thank you for your feedback and support to make it better.

    Best regards,
    Seven

    [ame=http://www.youtube.com/watch?v=J8cEK5P0wJk&list=UUbX7uVIXqMzBza0YmLJuMdw& index=1&feature=plcp]Quake custom backpacks - YouTube[/ame]

  • #2
    sweet, thats totally awesome seven, i love it

    although will you add it too that you can set it so the shells and grenades dont rotate? just like you added for the backpacks that they didnt rotate.
    i personally always think it looks funny if ammo magically rotates.

    but they look totally epic. especially those cells the enforcer drops are pretty darn awesome.

    totally cant wait till we have this in quake
    .
    are you curious about what all there is out there in terms of HD content for quake?
    > then make sure to check out my 'definitive' HD replacement content thread! <
    everything that is out there for quake and both mission-packs, compiled into one massive thread

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    • #3
      Told ya you'd like it splitterface!

      Comment


      • #4
        Very nice,
        I also found the backpack a bit boring and changed them out for the ones in TF. I used them for many years as they fit much better IMHO.
        WARNING
        May be too intense for some viewers.
        Stress Relief Device
        ....BANG HEAD HERE....
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        • #5
          Originally posted by splitterface View Post
          although will you add it too that you can set it so the shells and grenades dont rotate? just like you added for the backpacks that they didnt rotate.
          The possibility to adjust the backpack´s spinning is part of the "small mod compilation" since V3.72.
          I will not abandon this feature in upcoming releases.
          So yes, it works for your mentioned custom models as well.

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