AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |
Back to Blog
So I've been tweaking f, fixing the numerous errors that pop up in the console.ĮRROR: Joint '' not found for 'head_joint' on 'player1' which appears after loading a map. ![]() I've put that aside for now, and I would like to focus on the basics first, which is crafting a fully functional main script and player model definition. Some of the world models are correctly textured and everything, and I can even pick them up, and see a (mangled and untextured) view model of the gun, with animations. It's still a bit early to show screenshots and such, but I already have all the weapons defined, and I can spawn them in-game. In some cases, this appears to work - I mean, parameters aside, the d3 and q4 shotgun work the same. For example, Doom 3 requires weapon scripts, but Quake 4 doesn't have them - it has this functionality hardcoded in the library instead (which, apparently, is officially recommended by Carmack, for performance reasons). The main problem is that the file structure is slightly different. It certainly has been educational thus far, but it isn't as straightforward as I hoped. The secondary goal is to have the mod import these assets directly from /q4base, so it won't piss Raven off, and can be distributed. My primary goal is to get the character models and weapons up and running. MM3D supports ALL animation prefix for head/upper. ![]() HEAD animation prefix for head-only animations. ![]() The animation name affects which sections of the player the animation is exported to. I've spent the last couple of days working on a Quake 4 mod for Doom 3. The optional Quake III: Team Arena animations at the end of the list require tagflag Quake 3 player model animations must be in the same order as listed below.
0 Comments
Read More
Leave a Reply. |