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how bout comic quake?

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  • #16
    ok im working on ogre now

    and also now i got the flahses gone but the models still not there and i cheaked the v weps and its supposed to be there but perhaps qrack has some kinda animation smothing? i know in other engines [dp,vr2] the animations smoothing makes the flame bounce back and forth in the nailgun, but u can still see it on all the wepons :/

    so any way expec and ogre soon i guess
    Last edited by metchsteekle; 07-25-2008, 01:29 PM. Reason: ...

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    • #17
      I think you're working in eZQuake, which has a different muzzleflash scheme, similar but, maybe different. In qrack the actual model is replaced by the particle so it looks clean, (MH provided the model omission code), which could be ported to QW.
      That "bouncing back and forth" muzzleflash 'model' is actually kind of a bug when interpolation animation was introduced. Like i said, MH wrote some nifty code to cancel out the old muzzleflash polygons from the player model, so that i could affix my particle in place. and who said netquake sucks!!!???! (obtw qw players call netquake realquake how relevant )
      Last edited by R00k; 07-25-2008, 11:05 PM.
      www.quakeone.com/qrack | www.quakeone.com/cax| http://en.twitch.tv/sputnikutah

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      • #18


        i think the bloddy hands fits well, i think this one looks the best ingame sr far, but i did make it

        so i cant get the muzzle flah back to the model?
        and im using qrack,i never got past welcome to quake in ez when i tried it, i opened the menu to config and there was like 200 sub menues, i played a mp game sucsessfully one, bu then when i tried again i was downloading stuff {wtf!?!?!?} so i cant play qw because i dont know how

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