There doesn't appear to be an option in Noesis to specifically assign textures, only a thing for additional textures which doesn't seem to do anything:

Qwalk won't even start, and I'd rather not use too many steps to convert to mdl, you lose accuracy with every conversion.
As for bones: would be really neat to have support for skeletal animation, but it's not a necessity as long as the animations I make are displayed correctly (which appears to be the case). Interpolation would be nice and I'm not sure if ProQuake has it, haven't checked yet.
The most important feature the game/mod would require is an animated first-person camera, combined with a cover mechanism a la Time Crisis. I believe this can be achieved with some trickery using camera paths in Quake (or so I've heard), but if those are similar to the ones in HL I'm afraid that it'll end up looking pretty bad/choppy. Exporting the maps to a modeling package and fully animating the camera by hand would be ideal, but since bones are not supported you cannot simply set the camera position/orientation to that of the animated camera bone. One would have to find a way around that. Another challenge would be having the ability to aim without changing the camera angle.
I'm not a coder, I'm just a knuckle-dragging slob who draws guns and stuff, having no in-depth knowledge of the Quake engine, so before I'll commit myself to this thing: are the features described above doable?

Qwalk won't even start, and I'd rather not use too many steps to convert to mdl, you lose accuracy with every conversion.
As for bones: would be really neat to have support for skeletal animation, but it's not a necessity as long as the animations I make are displayed correctly (which appears to be the case). Interpolation would be nice and I'm not sure if ProQuake has it, haven't checked yet.
The most important feature the game/mod would require is an animated first-person camera, combined with a cover mechanism a la Time Crisis. I believe this can be achieved with some trickery using camera paths in Quake (or so I've heard), but if those are similar to the ones in HL I'm afraid that it'll end up looking pretty bad/choppy. Exporting the maps to a modeling package and fully animating the camera by hand would be ideal, but since bones are not supported you cannot simply set the camera position/orientation to that of the animated camera bone. One would have to find a way around that. Another challenge would be having the ability to aim without changing the camera angle.
I'm not a coder, I'm just a knuckle-dragging slob who draws guns and stuff, having no in-depth knowledge of the Quake engine, so before I'll commit myself to this thing: are the features described above doable?
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