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This player is facing another direction at a diff scale in some frames.
Never mind I wont be any help.
WARNING
May be too intense for some viewers. Stress Relief Device
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Hmmmm...I just got home and haven't looked at the mdl yet but what bluntz said might effect me too. Sure, I can get whatever you sent me to animate, but if the animations and model are all nutty it isn't going to look right.
EDIT: I haven't put the model in game but in QME he seems to face the same direction and maintain consistent size. I did notice that you have repeat animations. I am going to optimize those out of the model. I'm sure you put them there as placeholders, but it's just dead weight. I am also going to rename the animation frames to reflect the actual action. I understand what you were doing, but it isn't necessary at this point. Player.qc will be for your model not the other way around.
I am going to work on this tomorrow (technically later today) and that is a fact.
Hmmmm...I just got home and haven't looked at the mdl yet but what bluntz said might effect me too. Sure, I can get whatever you sent me to animate, but if the animations and model are all nutty it isn't going to look right.
EDIT: I haven't put the model in game but in QME he seems to face the same direction and maintain consistent size. I did notice that you have repeat animations. I am going to optimize those out of the model. I'm sure you put them there as placeholders, but it's just dead weight. I am also going to rename the animation frames to reflect the actual action. I understand what you were doing, but it isn't necessary at this point. Player.qc will be for your model not the other way around.
I am going to work on this tomorrow (technically later today) and that is a fact.
I will do what I can with this model but it will take time being unfamiliar with 2.6 bites.
Send me the rigged model that is not animated maybe faster than fixing this one.
WARNING
May be too intense for some viewers. Stress Relief Device
....BANG HEAD HERE....
---------------------------
.
.
.
.
.--------------------------
EDIT: I haven't put the model in game but in QME he seems to face the same direction and maintain consistent size. I did notice that you have repeat animations. I am going to optimize those out of the model. I'm sure you put them there as placeholders, but it's just dead weight. I am also going to rename the animation frames to reflect the actual action. I understand what you were doing, but it isn't necessary at this point. Player.qc will be for your model not the other way around.
I am going to work on this tomorrow (technically later today) and that is a fact.
Yes I've added placeholder animation frames since I had 80% no clue what I was doing so I made my QungFuPlayer.mdl to resemble the original player.mdl to minimize any errors.
I will do what I can with this model but it will take time being unfamiliar with 2.6 bites.
Send me the rigged model that is not animated maybe faster than fixing this one.
Check your PM box, there is an UN-animated rigged Qung Fu model waiting.
I finished everything I can do with the current model.
Run
Punch
Idle
Super jump
Death
Everything works and you can currently punch out Zombies.
everything feels like it's coming together, if this actually becomes something other then a 2 man invention I'd love to see it hosted on a server and give the public access to it.
However some things I am concerned of are.
With the new player mechanics the levels will not be played the same.
you can jump roughly 2-4 times higher then normal and your only weapons are your fists of steel.
the Jumping makes me think custom levels are needed dew to almost all maps to date are for a standard Quake 1 Ranger model which doesn't jump very high and we're using a highly trained Qung Fu Professional(PlayerX.mdl) instead of Ranger(player.mdl) to complete this mod...
I'd personally like to see "sky scraper" levels where you can jump form 1 sky scraper to another but watchout for the lava below!!! something similar, I might have to dig out Quark or WorldCraft again and make up some levels...
Where Zop when you need him!?
Any mappers intrested in making levels for Qung fu?
I'd like to get a few more attacks/weapons added not sure if MadGypsy would want do go that far, he's already done more then he said he would.
I just got done beating the crap out of a zombie.......... ok ok... the zombie kicked my ass actually.... I just couldn't hit him hard enough to "gib" him lol
I'd like to get a few more attacks/weapons added not sure if MadGypsy would want do go that far, he's already done more then he said he would.
Ya' I'm your player.qc guy. You may have to deal with me having limited time but I always get the job done. Plus my code is nutty and I may be the only person that would want to touch it (lol)
- you can jump exactly 3 times higher currently (256 is the norm and I made it 76
I could help you with mapping as well, but only if you use WC or radiant and I prefer radiant.
I've used Quark mainly but I've also made a few levels in WorldCraft. I think I tried Radiant and liked it but didn't have time to learn a new interface.
I could easily see a tall tower fight between 4 players, punching and kicking trying to knock the other off the side into the lava lol! or if they get to close to a certain area monsters appear like a shambler or some knights and just starts going ape-shit on players lol... The shambler's Lg attack would have to be like 1/10th normal damage but puch it's force up so it just knocks players around! lol
I tried to illustrate punching out a zombie too but it was just too fast. I even tried to press the crap out of screenshot hoping to catch the frames I wanted. I managed to catch everything except what I wanted. Y'all like my custom map? Don't hate me for my superior mapping skills and nonsensical light sources.
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