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Just rename the model player.mdl and replace the original player.mdl with it. However, whereas this will get your player in the game, all the animations are sure to be screwed up. This is where you will have to open player.qc and redefine the animations.
There are a few of other ways you could get the model in the game, but all of them are going to involve you redefining the animations in player.qc.
If you don't know how to redefine animation frames, ask in another thread with a title like "how do I redefine animation frames in QC" and maybe I will answer it. It's an involved subject and deserves it's own thread with a "return result" type title for easy searching.
Honestly, I (or someone else) maybe even already wrote this tutorial. Maybe you should start by searching the board.
I'm assuming that Pak already has the q3 Ranger ready to go. That's great! Except you don't learn anything using that method. The next time he wants to switch out a model, he'll be right back here asking the same questions and he'll be all of that time behind what he could already know. Knowledge is power and it can't be substituted with a pak.
I also dont understand why people always mention DP as the engine that supports md3.
So many other engines support this format as well for a long time.
Regarding the Ranger model:
The talented Moo and OoPpEe already did that for you: click me
As well as Ruohis himself did some magic and created a beautiful Player replacement recently: click me too
Try both and then decide which one you like more...
If you want to import Ranger from q3 to q1 yourself, you "simply" have to rearrange the Q3 Ranger model�s animation frames to match the Q1�s.
OoPpEe did exactly this for several models from Obiwan (which where .md5�s).
I also dont understand why people always mention DP as the engine that supports md3.
So many other engines support this format as well for a long time.
Regarding the Ranger model:
The talented Moo and OoPpEe already did that for you: click me
As well as Ruohis himself did some magic and created a beautiful Player replacement recently: click me too
Try both and then decide which one you like more...
If you want to import Ranger from q3 to q1 yourself, you "simply" have to rearrange the Q3 Ranger model�s animation frames to match the Q1�s.
OoPpEe did exactly this for several models from Obiwan (which where .md5�s).
Kind regards,
Seven
There is a good reason why DP is the only engine ever mentioned when all these fancy-pants addons for Quake1 are mentioned, and thats simply because practically everyone and their brother was constantly hacking away creating custom content for DarkPlaces engine. When someone says "Hey I want to make my Quake1 looks modern,like it was released in 2012" , they see that everyone and their brother worked exclusively with DarkPlaces, and in all honesty, every Quake engine CAPABLE of supporting these features was a 2nd rate situation, DP is a great engine and supports some of the most wildest features, but its left the customized/updated engine arena almost a 1 hit wonder.
Now, reverse the tables and lets say that Quake Reforged / Quake Retextured , was originally aimed at using QRACK as the engine of first and foremost importance, then you'd see an overly suggestive rate that ONLY QRACK supported these things.
In my opinion, the end results are the seeds that was sown during the work done by yourself, and many others. You guys planted DarkPlaces seeds and grew DarkPlaces plants.
So, in essence, the status quo will always be
-Random person wants snazzy looking Quake
-How things was handled during the creation of custom content will always lead to DarkPlaces being the defacto engine.
Nothing can be done to undo this, once you devote 12351376247 hours to one thing or engine its practically IMPOSSIBLE to undo.
Sort of like if your raising two pets,plants,kids,WHATEVER. If you devote all your attention to ONE of them ,guess what? The other one gets fucked in the end,and nothing can be done to fix that.This was always my main issue with custom content in Quake1, it reminds me of a band like BLUR and their one hit wonder "Song 2" , [ame]http://www.youtube.com/watch?v=SSbBvKaM6sk[/ame]
I also dont understand why people always mention DP as the engine that supports md3.
I mentioned DP and DP alone because I was positive that DP supported the model re-naming convention that I suggested. I am not familiar with the other engines, other than using Qrack to simply play regular ol' Quake.
He asked for a solution, I pointed him in the direction that I am most familiar with. To my knowledge, no one is banned from providing an alternate solution.
True, DP is the feature rich engine, FTE is next. This isnt meaning they are the best performance engines out there.
DirectQ IMHO is THE fastest engine.
Is it the BEST? 99% would say so. But, it lacks some things that only a player can see.
Every Engine lacks features that make it obsolete to "said" player.
I'm a player; i make my engine work for me, with things i think are functional, like writealias, ctrl-x to clear the console line, etc etc.
DarkPlaces has more features than the average player will ever use OR understand!
This doesnt make it a bad engine, but poorly supported.
THe principal problem about q3 ranger are the models. q1 only use one model for the player and quake 3 uses 3 models (torso legs and head) dp support the q3 tags for "attach" the models by tags
the invasion has begun! hide your children, grab the guns, and pack sandwiches.
THe principal problem about q3 ranger are the models. q1 only use one model for the player and quake 3 uses 3 models (torso legs and head) dp support the q3 tags for "attach" the models by tags
Wow did not know that, but do know realize it now (when you see an enemy turn to aim while running the Torso and running feet act independent of each other!!!!, )
Ive played maybe a hundred hours of Quake3 and honestly, in the heat of the battle, really never focus on which direction the player's head is facing. Ragdoll models look 10x but its more convenience for the modeler than eyecandy for the player.
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