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InsideQC Forums • View topic - Fake Vwep Attachment For Q1 MDL

Fake Vwep Attachment For Q1 MDL

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Fake Vwep Attachment For Q1 MDL

Postby Baker » Fri Jun 25, 2010 12:48 am

Frame vertex 182 and 183 are two vertexes in the Q1 player model's non-weapon hand when he is using the axe.

Frame vertex 182 is where I'd like to do an attachment test (make him hold a bag or something, hehe).

I'm lacking imagination but any ideas on ...

1) how I can get the X, Y, Z values of vertex 182 and 183 from inside the engine for a current player frame.

I could then calculate the angles using the two points and theoretically render the gun at that location.

I may be able to mentally walk through this myself, but my 3D math skills are weak and slow and the Q1 model format's weirdnesses have so far frustrated me.

I'm thinking that should this work out that a fairly reasonable workaround standard might emerge (QC builtin) to allow more flexibility.

The Feral mod hardcoded all that stuff in the QC, which I don't see as necessary if you can just track vertexes or triangle positions and calculate angles.
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Postby Spike » Fri Jun 25, 2010 1:34 am

would need 3 verts to specify full angles.
DP has some vectorvectors builtin that should do it. basically picks perpendicular vectors.
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Postby Error » Fri Jun 25, 2010 7:24 pm

done:



download framer.rar. it assists you in the placement of weapon models on a player.mdl, then exports the offset origin and angle to a file. it's probably hard to understand, but it's all I came up with.

video of the actual mod that uses the exported info here:



it does have some problems.

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Postby Baker » Fri Jun 25, 2010 7:35 pm

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Postby gnounc » Sat Jun 26, 2010 7:09 am

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