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  • #16
    Hah!

    He was super small once I exported him form blender, I had to go back into blender and scale him up 5x.

    I didn't manually name the frames, the only thing I did manually was set all 10 frames for the run-cycle. I also don't know how to control animation speed but I am guessing that might be a QC thing?
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    • #17
      you can't control animation speed, it is an engine thing. Your only form of control is removing or adding frames.

      here is a todo and then I totally have to split. Open up player.mdl in qME and click view/edit model properties. Note the amounts under "All Frames" next to box lower and box upper. This is the dimensions that you want your model to be real close to.

      I'll be back at 3am central

      edit: I will make a lil room for your guy and post the link to the "mod" when I get home so you can see your work in Quake and also use it to make adjustments. It ain't gonna be fancy. 6 brushes, your model and a light. It's just for development.


      peace,
      Michael
      http://www.nextgenquake.com

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      • #18
        I get some blending animations (jump, fire, run etc...) using q3 models players I will release the stuff soon, but i am using q3 model players with gnu license (not from ID software)
        the invasion has begun! hide your children, grab the guns, and pack sandwiches.

        syluxman2803

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        • #19
          Originally posted by nahuel View Post
          I get some blending animations (jump, fire, run etc...) using q3 models players I will release the stuff soon, but i am using q3 model players with gnu license (not from ID software)
          When you release them I will be there!

          I'd love to get my hands on some Q3 models and possibly even create a DarkPlaces Quake Conversion

          Originally posted by MadGypsy View Post
          edit: I will make a lil room for your guy and post the link to the "mod" when I get home so you can see your work in Quake and also use it to make adjustments. It ain't gonna be fancy. 6 brushes, your model and a light. It's just for development.


          peace,
          Michael

          QUNG FU Conversion where you can play single player as a "Qung Fu" fighter or take your T-REX eating Uber Qung Fu Master bEEhIND online and load up some Carl Douglas("Everybody was kung fu fighting") and whoop some friends...kicking, punching, back-flipping, wall jumping, /ninja hook\,?Slow motion 1v1 frag kill? I would think up of so many things, those were just a few for the player model I had off the top of my head.



          I can't wait to see what it looks like moving in-game! I'm sure any needed changes won't be to hard to modify... It's only a 10 frame animation.
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          • #20
            Here's a video kind of describing the fighting style(not quite) I see when I think of Qung Fu.. Just take out all the fancy graphics and imagine a 2v2 on DM3 in Qung Fu.

            [ame=http://www.youtube.com/watch?v=vZ5UleXzjww]Street Fighter X Tekken Arcade Story Mode Part 1 Of 3 - YouTube[/ame]

            except open fighting not 2D streetfighter. but notice how characters act when hit.. If a player was hit enough times(in qung fu) could they be knocked up into the air and "toggled" for a 5 hit combo before hitting the ground and could there be a block function and or counter attack?


            OK BAD EXAMPLE ABOVE...

            This was a lot more like what I had in mind small arena type levels, close quarter combat, enemies go flying when "power hit" etc...

            [ame]http://www.youtube.com/watch?v=J6j2s8-Z-G8[/ame]

            and another example of fighting and knocking enemies into air.... this game was awesome btw!(Bloody Roar for PS1)

            [ame]http://www.youtube.com/watch?v=BdJ_DMlt3Io&feature=topics[/ame]
            Last edited by Phenom; 05-31-2012, 04:39 PM.
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            • #21
              Toshinden

              I was always carrying Rook in the old days.He could not ever concentrate when we had to battle the Girls
              Watch as he looses in the old style of 3d battle arena making me pick up his slack
              [ame=http://www.youtube.com/watch?v=-yu-r58L2Jc]PSX Longplay [067] Battle Arena Toshinden 4 - YouTube[/ame]

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              • #22
                True the engine controls all the player model animation, but you may be able to hack / speed up the animatiojn if you add: if (self.frame == (the walk frame numbers) self.frame = self.frame + 1 in player prethink or whatever.

                Gypsy, your model is not too bad, thanks for sharing. If you want a cute little side project, see if you can make the player model with some jump frames...so that when playerjump () is called inthe QC, he kneels down in a few frames before jumping. I hacked my mod so that when he's at the hheight of the jump he becomes frame #69 briefly.....looks ok.

                BTW, not all the frames are setsized differently, so #69 for example ought to have a resize call again setting the bounding boxes smaller. I am messing with some new code : void (entity n) Setsizeformodlel

                ...where I will just call that on an entity spawn so that it sets the size I want. I am not sure but someone said on another forum you dont even need setsize as the engine will do it for you, but with DP, I dont see that happen at all. Somoene also said .modelindex will set the model, but not sure how that works.





                Originally posted by MadGypsy View Post
                you can't control animation speed, it is an engine thing.

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                • #23
                  Gypsy, your model is not too bad, thanks for sharing.
                  I take ZERO credit for that model. Phenom made that model, I just wrote the QC to get it in the game. It's a side of QC that I never really had to mess with (as my models are waaay too big in polygon count). So, it was fun spending the 15 minutes to figure out how to do it. Maybe it's because I have an extensive programming background, but QC to me isn't all that challenging.

                  Imma make a lil commercial for QC real quick that maybe only nerds like me can enjoy

                  "5 amazing var types that double as field types if you add a dot! Write a function! With our revolutionary underscore syntax you can parse coordinate values from vectors! Act now and we will throw in 2 different comment types!

                  I know what you are thinking - a system this stripped down to nothing must be incredibly expensive but we will give you the function, the var and field types, the underscore syntax that is used with like 3 keywords AND the 2 comment types for - not 49.99, not 29.99 but ABSOLUTELY FREE!

                  if you are not absolutely satisfied
                  Code:
                  void() func_you_up =
                  {
                      bprint("tough shit");
                  }
                  "

                  Well, that was fun but now I gotta go make good on my earlier post. I'll be back in a bit.
                  http://www.nextgenquake.com

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                  • #24
                    Okey doke I wanted to make this to where you didn't have to rely on me every time you want to test a new character animation so there is a lil bit of a process here (not too bad).

                    1) download this. I stripped quake of damn near everything except your mod and packaged it ready to go with a standalone darkplaces. All you have to do is unzip it and click ..\QungFu\go.bat

                    2) editing my QC is also uber simple. You only need to change 1 file (playerX.qc) and you only need to ever change 4 lines in that file. It can be found in QungFu\develop\playerX.qc.

                    this line:
                    Code:
                    $frame frame_1 frame_2 frame_3 frame_4 frame_5 frame_6 frame_7 frame_8 frame_9 frame_10
                    leave "$frame" alone and add all the frames labels of your entire model after it. DO NOT press enter until the very end of the line. If you absolutely must break the frame into lines declare $frame on the new line first like:

                    Code:
                    $frame frame_1 frame_2 frame_3 frame_4 frame_5 frame_6 frame_7 frame_8 frame_9 frame_10
                    $frame frame_11 frame_12 frame_13 frame_14

                    Now this line
                    Code:
                    void() playerX_run =[ $frame_1,	playerX_run	]
                    AND this line
                    Code:
                    self.frame = $frame_1 + self.walkframe;
                    I know it's a lil weird that $frame_1 now has a $ in front of it but that's just how it works. Change this to the label of the frame you want to start from preceeded by a $. (just like above)

                    and finally this line
                    Code:
                    if (self.walkframe == 9)
                    change the number 9 to the number of frames in your animation (this is an oops and should be a 10 {currently})

                    now save it, close it and start QungFu\develop\fteqccgui.exe...click compile. Scroll the lil bar when it's done and make sure there is no red wording. If you have red wording (errors) it's because you maybe deleted one of my commas or a bracket by accident, just put it back and compile again. All of your code should look identical to mine with the exception of adding frame labels, changing the start frame and that one number. The four warnings (green wording) for dpextensions are harmless just ignore them.

                    Make sure you named your "new" model playerX.mdl and it is in pak0.pak/progs. click go.bat and see your changes.

                    Hit meup when you have a model with a handful of concrete animations and I will write the actual and proper .qc for it. The qc you are using is the best I could do to make it so you could test all your animations in quake without needing a coder every step of the way. Oh! you can also change the values in the setsize function to be the ones that I recommended you check in qME earlier

                    respectively

                    setsize(self, 'all frames lower values', 'all frames upper values');

                    you'll see when you read it. I'm sorry that it took me 2 hours to get this together. I went to make a bare bones box with a light to display your model in and I wound up just playing with radiant (lol). I did you a little better than a box but it's still pretty crappy.

                    Gypsy

                    edit: I left my config.cfg in by accident. I use numpad (8=forward, 4=strafe left, 5=backpedal, 6=strafe right) and mouse (=freelook, left click=fire, right click=jump) - of course you can easily change all this but I figured i would throw out the info so you can move around right away instead of spending time configging stuff.

                    double edit: don't press fire. I'm not sure what i deleted but pressing fire drops darkplaces. there is nothing to kill anyway.

                    triple edit: I think I know what I did. I didn't declare a th_pain on the model so when you shoot it the game crashes. You can press fire, just don't shoot playerX. There is still nothing to kill (lol).
                    Last edited by MadGypsy; 06-01-2012, 05:09 AM.
                    http://www.nextgenquake.com

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                    • #25
                      What are the frame limits for the animations, there seems to be some confusion as some of us thought that it was 8 and some said 16.If md3 models are used can the engine take advantage of any more?
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                      Stress Relief Device
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                      • #26
                        I don't know the answer to that but I can logically speculate some stuff

                        1) adding more frames will not create smoother animations, it will create longer ones and in most cases the results will be an animation that looks too slow

                        2) every engine is a little different so what one engine may be able to handle might break a different one

                        3).md3 is just a model format it shouldn't change the amount of frames allowed in an animation

                        I basically guessed all of this and I may be wrong.

                        Michael
                        http://www.nextgenquake.com

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                        • #27
                          I've ran into a wall here.

                          I am useing QMe 3.0 lite version and I can't seem to find the full version... It did get released to the public right?

                          Right now I have my run animation working as well as a forward flip(jump) animation.

                          It's pretty simple to add new frames on "frame_16 frame_17 etc etc etc...

                          But Qme only allows me to save 20 frames max... so far this seems like the only limit I've ran into.

                          Can anyone provide me with QMe 3.0 full version if it's free or an alternative? Thanks!
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                          • #28
                            check your PM's
                            http://www.nextgenquake.com

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                            • #29
                              I've resolved all issues regarding QME, thanks!

                              I'll ask my question to MadGypsy publicly to get some extra input...

                              Can there be 2 separate fighting buttons punching and kicking? or can there only be one attack?
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                              • #30
                                As far as I know you can make an impulse for anything. You could fill up the entire keyboard with impulses. So, my answer would be - you could have an 8 armed monster and have a button for each hand.

                                Gypsy
                                http://www.nextgenquake.com

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