Thanks for the replies! It's good to see others are doing it as well. I will research a bit more on it and see what I can do.
Thanks again!
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well this is being done a bit already at http://www.quakeworld.nu/forum/viewt...hp?id=2960&p=3
but these are thie first ever i think
and i likes options
these are md3..but perhaps some mdls woyuld be really cool, so everyone can use them
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Keep in mind that a replacement model would need the exact same amount of frames of animation as the originals to be compatible with all the mods. Extra animation frames require qc coding.
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Originally posted by Artician View PostJust wanted to ask the more informed here how hard it would be to add updated monster models to the game? If I remodeled some with a higher polycount, normal maps and animated them, can you just plug them in, or run them through an exporter and plug them in? Or is it more involved than that?
Thanks!
If you revise the .mdl models with or without external textures, they would work as-is with DarkPlaces, Qrack, JoeQuake provided all the frames are identical. Enhanced GLQuake also supports external model textures.
As an example:
In DarkPlaces, put the replacement model in quake/id1/progs and the engine would use it instead of the one in the pak file when starting up.Last edited by Baker; 08-14-2008, 03:14 PM.
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Monster Updates
Just wanted to ask the more informed here how hard it would be to add updated monster models to the game? If I remodeled some with a higher polycount, normal maps and animated them, can you just plug them in, or run them through an exporter and plug them in? Or is it more involved than that?
Thanks!Tags: None
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