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Modifying Q3A

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  • Amon26
    replied
    Script and storyboard complete. Models for the actors have been picked. Voice actors coming in to record on Thursday hopefully.

    Leave a comment:


  • metchsteekle
    replied
    http://www.quakeone.com/index.php?in...o_show&ida=295
    dont worry me lucky shambler made of crappy yellow paper!!

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  • Amon26
    replied
    Got a general storyboard set up. (stick figures on a sheet of crappy yellow lined paper) and I'm doing most of the filming and voice-recording tomorrow. I'm just about to go try a few sexy establishing shots and camera-concepts right now!

    Should be fun when it's done!

    Leave a comment:


  • R00k
    replied
    back to subject how's your project??

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  • Amon26
    replied
    I don't blame you, Mind.

    But the choice of music is important for the joke to work properly. So give it another shot if you can

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  • Mindf!3ldzX
    replied
    lol

    I heard R.Kelly and quickly applied alt+f4

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  • Amon26
    replied
    Don't worry Baker. I've said some pretty crappy things that I would give anything to take back, and I wasn't even drinking.

    Anyways thanks for all the input! Hopefully It'll work out.

    Either way i'll be shooting a full short revolving around a failed rocket-jump soon. I have some friends who are voice-actors and now all I need are a few stooges to boot up q3a, bob their heads around a little and then we can call it a day!

    More to come soon!

    (p.s: thanks for humoring my non-quake1 content)

    Leave a comment:


  • metchsteekle
    replied
    that video is so funny

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  • Frenzy
    replied
    Originally posted by Baker View Post
    What I did in that one thread was very wrong.

    It was late Friday night and I had had 8 beers +/- going out to eat and seeing a movie and the thread annoyed the piss out of me on several levels (gee, wrong Quake; gee, can't read the fricking forum title, shitty job of Googling etc; wasting 24 hours or so waiting for replies somewhere where nobody knows instead of going somewhere that makes sense --- ARRRRRRRGGGHH!).

    I'm not perfect, but that reminded me that most of the 4/5 worst posts I've done over time (whether here or elsewhere in the past) were when I had beer and the post sounded funny in my head but was rude as hell.

    Life doesn't allow do-overs; you just make sure to do better next time.
    Remember when you were so sure Skillet and I were the same person? That's #2 of your worst posts Just giving you shit

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  • Baker
    replied
    Originally posted by Lardarse View Post
    Some people around here (mentioning no names, Baker...) will likely tell you to fuck off.
    What I did in that one thread was very wrong.

    It was late Friday night and I had had 8 beers +/- going out to eat and seeing a movie and the thread annoyed the piss out of me on several levels (gee, wrong Quake; gee, can't read the fricking forum title, shitty job of Googling etc; wasting 24 hours or so waiting for replies somewhere where nobody knows instead of going somewhere that makes sense --- ARRRRRRRGGGHH!).

    I'm not perfect, but that reminded me that most of the 4/5 worst posts I've done over time (whether here or elsewhere in the past) were when I had beer and the post sounded funny in my head but was rude as hell.

    Life doesn't allow do-overs; you just make sure to do better next time.

    Leave a comment:


  • R00k
    replied
    Hmm, I'm not sure about the code in Q3 but, i'd assume it would spawn an entity, in the player dead function look for something in the spawn function of that entity for a movetype. For quakeC I use MOVETYPE_TOSS, which usually permits 1 bounce. Otherwise MOVETYPE_BOUNCE really makes it awkward when dropped from a great height. Also to adjust the angle increase the velocity in the direction you want it to go. or instead of fall you could make them stay in mid air with a MOVETYPE_NONE

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  • metchsteekle
    replied
    also inside3d.com has people that can help, they do all the quakes, but most just happens to be quake1 related

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  • Mr.Burns
    replied
    I could be wrong but I get the feeling that Lard was probably refering to the fact that you're asking a Quake 3 development related question on a primarily NetQuake 1 gamers board which has on ocassions resulted in ppl getting politely referred to a more suitable source of information .

    However seeing as I liked the video..
    There was a Quake 1 example of something similar, and therefore I don't know if it will help, but Mr. Wifi did manage to get collectable things to bounce in RuneQuakePlus. If you picked up the 10 ton man rune you could make pretty much anything bounce - ammo packs, health, etc. He did release the source over on RuneQuake.com and maybe this could be modified to do what you want?

    Hope this helps

    Monty
    Last edited by Mr.Burns; 07-17-2008, 10:19 AM.

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  • Amon26
    replied
    Originally posted by Lardarse View Post
    Some people around here (mentioning no names, Baker...) will likely tell you to fuck off.
    since when did i crap on their birthday cake?

    Leave a comment:


  • Lardarse
    replied
    Some people around here (mentioning no names, Baker...) will likely tell you to fuck off.

    It's been a while since I looked at the Q3 source, but from what I remember, I don't think it's possible to make items both bounce and be collectable at the same time. As for making an item not spin, that's easier. At least if it's defined in the code and not the model (like Quake is)...

    Leave a comment:

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