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InsideQC Forums • View topic - Animated static mesh

Animated static mesh

Discuss the construction of maps and the tools to create maps for 3D games.

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Animated static mesh

Postby razvanab » Tue Jul 05, 2011 1:47 pm

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Postby thorn3001 » Tue Jul 05, 2011 3:04 pm

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Postby razvanab » Tue Jul 05, 2011 3:22 pm

i know that
but i was wondering if you can import an animated mesh

for example:

Image
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Postby Spike » Tue Jul 05, 2011 3:59 pm

the only animated meshes you can import into a bsp are those using shader vertex modifiers.

that said, some mods do support a 'func_model' entity, which would allow you to place a model of some kind in the map. if it has a framegroup instead of descrete frames, it'll automatically animate.

but you do need more than the base id1 progs/qc.
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Postby Ranger366 » Tue Jul 05, 2011 4:17 pm

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Postby razvanab » Tue Jul 05, 2011 5:18 pm

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Postby razvanab » Tue Jul 05, 2011 5:59 pm

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Re: Animated static mesh

Postby Nahuel » Tue Jul 05, 2011 6:37 pm

hi, I am nahuel, I love quake and qc.
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Re: Animated static mesh

Postby Madfox » Fri Nov 04, 2011 3:01 am

Make a model and turn it into a static entity.

Image
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Re: Animated static mesh

Postby Chip » Fri Nov 04, 2011 11:06 am

^^^ Would love to see that in game :shock:




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Re: Animated static mesh

Postby metlslime » Fri Nov 04, 2011 6:28 pm

probably want to use makestatic() if possible, to reduce edict count and packet size.
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Re: Animated static mesh

Postby Madfox » Fri Nov 11, 2011 3:15 am

Last edited by Madfox on Thu Dec 08, 2011 6:24 am, edited 2 times in total.
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Re: Animated static mesh

Postby Spike » Fri Nov 11, 2011 12:46 pm

you can't change the .frame if its a static entity. you'd need to make a framegroup to get such an ent to animate (and not all engines that support interpolation interpolate between framegroup frames).
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Re: Animated static mesh

Postby frag.machine » Sat Nov 12, 2011 12:46 am

I know FrikaC made a cgi-bin version of the quakec interpreter once and wrote part of his website in QuakeC :) (LordHavoc)
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Re: Animated static mesh

Postby mankrip » Sun Nov 13, 2011 2:23 pm

Ph'nglui mglw'nafh mankrip Hell's end wgah'nagl fhtagn.
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