I've handed over an animated model with idle,run,jump,punch animations for MadGypsy to code into QC, he doesn't seem to be a "Full time QC'er" so when he gets time to work up a functioning mod he will send me the mod so I can further fine tune the model.
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Sorry so long bro, I've been busy as hell for like the last 9 or 10 days. I get a few minutes to come here on my phone and then back to work. I will see if I can force an hour of time to code your model tomorrow.If not it might be a good idea to see if another coder can knock it out for you. Sorry about that but somewhere earlier in this thread I stated that I rarely have any free time and that I would help when I do. Unfortunately, right now is not allowing me any.
It sucks,
Michael
P.S> Alternately you could just open original quake Player.qc
1) change the model to yours
in any text editor - edit/find "progs/player.mdl" replace with "progs/playerX.mdl" click replace all /// or just rename your model player.mdl but this will overwrite the original.
2) change frames for the animations to match your count and labels. This is identical to how you were doing it in the lil QC kit I sent you.
that will handle getting it in the game and all your animations except punch. Punch is a little more complicated but you could maybe just remove the axe model and redefine the ax swing frames to match the punch ones...speculation, I am not actually looking at the code.
Then just compile it with fteqccgui.exe. I will still try and bang this out for you tomorrow - even if you Frankenstein together a working QC.Last edited by MadGypsy; 06-10-2012, 05:09 PM.
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Thanks for the update MadGypsy,
It's fine that you have real life things to take care of... this is just a silly mod!
Work is a priority!
Honestly I probably could have eventually figured out how to get my model in Quake, I've done it before with the zombie model. But I to have work to do!
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he doesn't seem to be a "Full time QC'er"
this is just a silly mod!
Michael
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So I'm attempting to learn QC to push this project..
I've successfully got my model in-game and I'm working on getting timing and animations properly working.
Sorry for the crap video but here's a small clip of my model running around in game.
[ame=http://www.youtube.com/watch?v=v00IK7Gw4n0]Qung Fu In-game testing - YouTube[/ame]
learning as I go. heh
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That's the model in the middle of the room looping through it's frames.
I've changed the player model to the new model an activated "chase_active 1".
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I am about to have a bunch of free nights (sun,mon,wed,thu). I will have time to help you with stuff if you want help. On 4th of July, I could help you the entire day. Sorry so long before I helped again.
Michael
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I would like to help with animations,Send me the player.blend and I will try to get mov capture working.WARNING
May be too intense for some viewers.
Stress Relief Device
....BANG HEAD HERE....
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Originally posted by MadGypsy View PostI am about to have a bunch of free nights (sun,mon,wed,thu). I will have time to help you with stuff if you want help. On 4th of July, I could help you the entire day. Sorry so long before I helped again.
Michael
If I didn't have to worry about working on coding as much I could produce better animations.
It would probably be best to start with your copy of Qung Fu.rar as I've butchered mine. I've already downloaded and formatted my Qung Fu QC 3-4 times now heh... the Compiler obviously doesn't understand when I type cuss words into my player.qc
Error: "I f*cking hate QC!" has not been declared.
Originally posted by bluntz View PostI would like to help with animations,Send me the player.blend and I will try to get mov capture working.
What do you mean here?
I have another mod I would like to build but don't want to give details about right now. Some of you might have heard me talking about it on the servers, but that's a different topic!
I'm trying to focus on this mod and successfully create my first official Quake 1 mod!
mommas gon b so prowd ov me!
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Originally posted by Phenom View PostThat would be so awesome! I've been racking my brain trying to work through the player.qc animations.
If I didn't have to worry about working on coding as much I could produce better animations.
It would probably be best to start with your copy of Qung Fu.rar as I've butchered mine. I've already downloaded and formatted my Qung Fu QC 3-4 times now heh... the Compiler obviously doesn't understand when I type cuss words into my player.qc
Error: "I f*cking hate QC!" has not been declared.
mov capture? huh? heh!
What do you mean here?
I have another mod I would like to build but don't want to give details about right now. Some of you might have heard me talking about it on the servers, but that's a different topic!
I'm trying to focus on this mod and successfully create my first official Quake 1 mod!
mommas gon b so prowd ov me!WARNING
May be too intense for some viewers.
Stress Relief Device
....BANG HEAD HERE....
---------------------------
.
.
.
.
.--------------------------
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OK, link me up to a current model download and I will write the code for you. I may do it before the 4th, but I'm not gonna promise that. Actually we could do it like this - spend another day or two making more animations, then hook me up with the new model. The more complete the model is, the better my time can be spent coding it. NO button combo animations yet though. I have no clue how to do that yet and I could spend the whole day just trying to figure that out. That will get us nowhere.
Oh, label the frames more conventionally (punch1, punch2, etc). Writing the qc for animations where everything is frame_X is garbage.Last edited by MadGypsy; 06-30-2012, 02:54 PM.
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Bluntz + MadGypsy check your PM.
Bluntz you have a BLEND file waiting and Mad Gypsy you have a MDL file waiting.
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Can I have the .blend too for educational purposes? Also, which blender did you use?
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