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  • Quake Ranger with axe

    You know the model of the Quake Ranger, holding his axe (seen in the ending sequence after killing Shub Niggurath)? How can I get ahold of this model and place it in my map? Is it an entity or a prefab?

    Thanks!

  • #2
    its neither entity or prefab, it is the normal player model

    what you see in the ending sequence is just the player,
    but from a different camera just like you see at the ending screen of every map
    .
    are you curious about what all there is out there in terms of HD content for quake?
    > then make sure to check out my 'definitive' HD replacement content thread! <
    everything that is out there for quake and both mission-packs, compiled into one massive thread

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    • #3
      maybe this will work Q1 prefabs to OBJ and Q3 | spawnhost

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      • #4
        Talisa.. a model is an entity. Actually everything in the map and including the map (world) is an entity.

        If you want to put it in the map just holding the axe, you may be able to exploit viewthing. I'm not sure how you would set it at a specific frame though. Actually I do know how you could do it, but it's involved. Your answer lies in Knight Statues.

        Maybe I'm bored and I will make it for you, don't hold your breath or lose hope..

        I am promising nothing.

        ----
        Actually JDSTONER is like my only fan (that I know of) so I will let him decide

        JD, should I make it to where any animated model can be "statued" on any frame? Do I need or want this in my QC? Before you just think "Hell yeah!"... take an extra second and think "Is this really worth Gypsy's time?"

        I'll do whatever you recommend (for this)
        Last edited by MadGypsy; 05-05-2013, 05:19 PM.
        http://www.nextgenquake.com

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        • #5
          The obj / q3 stuff jdstoner linked is not useful for getting a player model into a Quake 1 map. As the title says, it is for Q3 or people who use Q3 map format in Quake.

          also, self.frame mayhaps?
          Scout's Journey
          Rune of Earth Magic

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          • #6
            my bad on the link i thought you could still bring a model in that way with quake one it just would not light right. but it would show up.

            as far as adding it to the qc i think anything and everything from quake mp1 and mp2 should be in there. all monsters powerups and map extras such as walls and Flores that fall apart and walls that blow up. it will make for better games. is it up to you to do? yes cose its your kick ass qc and map pack... no cose you will never use it your self lol. this is the goal i have for the qc i want to use in the end to map with and then another one based off this with drake goodies added in. that is what im slowly working to get to. but if mg sleeps by his keyboard it will be done by the time he wakes up


            i think its called a guardian knight where the monster just stand there tell you hit a trigger and they come alive. i like that part of game play cose you know hes coming for you you just dont know when and you cant do anything tell it happens...

            this is just some thinking but could you upload the mdl in blender and export it to a quake one map then import it in to your map and it would just stand there and do nothing? (what do you think gb?)

            i kinda wanna do this too in my test room have a model of the monster by a trigger that you push and then he pops up in the "war room" .

            this would give you a nice place to test qc edited on that monster with out running around looking for him.

            and sometimes you just wanna go kill a shambler cose its Tuesday.

            i guess the question also is what do we want the player to do when hes in the game just stand there or do we want to fight him? maybe pissoff the stoner and make you go chat with him and not be able to kill him.

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            • #7
              but if mg sleeps by his keyboard it will be done by the time he wakes up
              You crazy, that's a lot of work. Also, you don't really want that. If you had a qc that was guake 1, rogue and hipnotic, all-in-one - you would have a whole lotta stuff you will never use all in one game, one big bloated code. That's why I am always making my scripts modular. So you can de-bloat very easily.

              It's not the best solution, but it's the only one I have. Making things modular creates a little bloat of it's own. That little could become a lot as the script count increases.
              http://www.nextgenquake.com

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              • #8
                for the final "cutscene"/intermission its just a use of SVC_INTERMISSION
                www.quakeone.com/qrack | www.quakeone.com/cax| http://en.twitch.tv/sputnikutah

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                • #9
                  also, self.frame mayhaps?
                  I meant the viewthing in the .ent. .frame does not exist inside of viewthing() in the QC. Although it could easily be put there. Then it could be manipulated in the .ent.

                  EDIT: Woooah, it doesn't have to be in the QC. Dude, just add a viewthing to your map and in the entity inspector write key:frame value:21

                  done.

                  but it wont be solid.Fix that with clip brushes.
                  Last edited by MadGypsy; 05-06-2013, 01:23 PM.
                  http://www.nextgenquake.com

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                  • #10
                    Hello Darth_Stewie,

                    Do you only want to add a solid model of the player into your map, or do you speak of R00k�s intermission ?

                    If you want to add something like this (example screen from Q3):


                    Or like the praying angel from the 1st Hexen 2 map, it is possible and has been done already.
                    Tronyn and Necros did this in their maps and frag.machine explained how it works at inside3d.
                    Of course people at the Func_Msgboard forum can also give you support in this manner.


                    If you want to have a statue-like model, that awakes when you come near or when you touch a trigger, ROGUE will show you how it is done:
                    Via flag settings, which are checked by qc and a target trigger, that makes it "alive".
                    A little bit like a cruzified zombie is handled compared to a regular zombie in ID Quake.
                    Another example:
                    The lying zombie in ROGUE is done the same way. It raises when player comes near (or it can be optionaly triggered).

                    It makes use of the .void () use
                    It brings a new AI definition which comes into play, when the flag is set.
                    The QC is self explaining and well documented/commented. Please read it.
                    If your ROGUE QC does not have comments, you are using a decompiled version.
                    The downloadable "ROGUE devkit" has all comments included.
                    Look into hknight.qc and knight.qc.

                    Good luck,
                    Seven
                    Last edited by Seven; 05-06-2013, 01:08 PM.

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                    • #11
                      moreover, you can use self.skin to set the skin to a statue like thing.

                      and it doesn't have to be viewthing, just clone it.
                      Scout's Journey
                      Rune of Earth Magic

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                      • #12
                        Originally posted by MadGypsy View Post
                        Woooah, it doesn't have to be in the QC. Dude, just add a viewthing to your map and in the entity inspector write key:frame value:21

                        done.

                        but it wont be solid.Fix that with clip brushes.
                        Hi guys. Yes, this sounds like what I'm wanting to do. MadGypsy, what do you mean by a viewthing?

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                        • #13
                          Originally posted by Seven View Post
                          Or like the praying angel from the 1st Hexen 2 map, it is possible and has been done already.
                          Tronyn and Necros did this in their maps and frag.machine explained how it works at inside3d.
                          Of course people at the Func_Msgboard forum can also give you support in this manner.
                          Thanks Seven, yeah something like the praying angel statues from Hexen II, although not breakable obvs, lol. Do you know where such a resource exists in the form of a .map file or something, and who to ask permission to use it?

                          Comment


                          • #14
                            Hello Darth_Stewie,

                            Yes, solid and not breakable. Otherwise it would need additional lines of code.
                            You know, models like the ones you are talking about are used quite often in fan-made maps.
                            The candle or pendulum model from ROGUE for example, or ID1 monsters with additional skins.
                            And also the angel statue from Hexen2 is used/included in fan-made map packs.
                            Even big names in the mapping scene do this.

                            As long as you do release your stuff for free and also give some credits, nobody every complained about this till now.
                            So, I guess it is "tolerated" to use a few models from these games in your map pack.
                            You should not overdo it of course.

                            Alternatively you can also use other models, that you find with a "free to use" license in the internet.
                            There is a compilation of URL adresses available here.
                            Be sure to respect the models license if you use them.
                            Or do some by yourself

                            Have fun,
                            Seven

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