1) Supposed to mesh with Quake 1 enemies, but visually it's not for everyone. I personally don't really like the HD stuff that much, and I wanted it to work with more vanilla ports
2) I do use blender to edit animations now, though I use QME to generate the frames I need as when I do it in blender it doesn't play them ingame (I'll have to look into .framegroup files, i know blender supports assigning them in the editor though)
3) I expected to run into this and, well, you can't please everybody. The type of people I've been getting feedback from (as well as my own preference) are looking for duke 3d/quake 2 style of viewmodels and prefer the bulky ones, which I know won't please deathmatchers, but again, it's not for everyone. For the RL anyway, I already repositioned the Axe to be more facing front as it makes more sense animation wise
4) Mod dir version will have this fixed, unless you can tell me how to offset the projectiles without the need of a mod so it will work in multiple engines like quakespasm, directq, etc.
5) what i'm showing off is the progs replacer version, which is straight up model replacements, which limits me to vanilla frame counts - for the mod dir version I want to do a 2h axe with multiple hefty swings.
6) no idea, probably for the mod dir version
7) Actually, its a result of how i paint the texture then convert it but it's easily fixable (within QME no less, takes me like 2 seconds, already did it for the shotty)
Again, a lot of this boils down to opinion, and I don't mean to sound crass but, if most DM players turn off their viewmodels, what need would they have for a visual/animation mod? I could make smaller versions but they'd probably end up turning them off as well.
I might make a centered version of this once both versions are done
2) I do use blender to edit animations now, though I use QME to generate the frames I need as when I do it in blender it doesn't play them ingame (I'll have to look into .framegroup files, i know blender supports assigning them in the editor though)
3) I expected to run into this and, well, you can't please everybody. The type of people I've been getting feedback from (as well as my own preference) are looking for duke 3d/quake 2 style of viewmodels and prefer the bulky ones, which I know won't please deathmatchers, but again, it's not for everyone. For the RL anyway, I already repositioned the Axe to be more facing front as it makes more sense animation wise
4) Mod dir version will have this fixed, unless you can tell me how to offset the projectiles without the need of a mod so it will work in multiple engines like quakespasm, directq, etc.
5) what i'm showing off is the progs replacer version, which is straight up model replacements, which limits me to vanilla frame counts - for the mod dir version I want to do a 2h axe with multiple hefty swings.
6) no idea, probably for the mod dir version
7) Actually, its a result of how i paint the texture then convert it but it's easily fixable (within QME no less, takes me like 2 seconds, already did it for the shotty)
Again, a lot of this boils down to opinion, and I don't mean to sound crass but, if most DM players turn off their viewmodels, what need would they have for a visual/animation mod? I could make smaller versions but they'd probably end up turning them off as well.
I might make a centered version of this once both versions are done
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