Player-specific gibs

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Postby A8hm » Fri Oct 19, 2007 12:28 pm

This is a good idea and has been raised many times. Could it be added for next release?
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Postby divVerent » Sat Oct 20, 2007 8:15 am

I don't think I want to replace them... but with CSQC, we'll probably also need all new player models (to support up/down aiming too, for example). Then, why not also add player specific gibs.
1. Open Notepad
2. Paste: ÿþMSMSMS
3. Save
4. Open the file in Notepad again

You can vary the number of "MS", so you can clearly see it's MS which is causing it.
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Postby iSuck » Sun Oct 21, 2007 12:52 am

Ok, so I downloaded the alternate rocket launcher, and put it right where you told me to put the alt gib folder, and it worked. I think the difference is the naming conventions, the RL mod was named qrl, I suppose this has a specific purpose, so what do I need to name the folder to link to alternate gibs?, I really want to test them.
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Postby KadaverJack » Sun Oct 21, 2007 2:52 am

the only significance the filename has is that pk3s are loaded in alphabetical order, so the filename has to be >= data*.pk3 in lexicographical order (if you want to get shure, prepend zzz_ to the filename), other than that it doesn't matter.
However if you put the model to Nexuiz/data/models/gibs/gib1.md3 it will always be loaded after all pk3s.
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Postby iSuck » Sat Oct 27, 2007 2:28 am

I know this is kinda skewing the topic a little, but speaking of player models, I'm trying to improve my skills by making one. I'm using blender, so I don't know how I'll get it into Nexuiz, but I can tell you a few things about the idea.
It's a centaur, as in a quadroped body with an upright torso
It looks like an ant/insectoid
I plan on parenting to legs (opposite eachother) to the same bone. to avoid changing the default bone layout.
I am a really bad texturer, and have no idea how to make this thing look realistic.

What should I consider my max. polycount? should it be polys or Tris?
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