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Tue Sep 09, 2008 4:19 pm

  • tZork wrote:imo the lasers would be better switched off while flag is carried.

    Yeah, I thought about that too. But I know nothing about programming/coding so I don't know if that could work. I.E. would I need to make two models, one with lasers and one without and then the model get replaced when the picked up event takes place?
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    ai
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Tue Sep 09, 2008 4:38 pm

  • If this can give you some idea about your laser pedestal, I'm working on a flag that has a stick whose base is very large.
    From this base releases a single and vertical laser (means just one light). So there should be no need to turn on/off
    or create other objects.
    The laser will always be on (light always on). The laser, by itself, will act as a pedestal. No other object touch the ground.
    Seems the only way to have a pedestal that reasonably let the flag stands in every strange point of the map (like the 4 sev's lasers do)
    because the laser conforms to any surface, like a light does.
    I hope only my large laser will not make the flag carrier too visible to his opponents.

    PS Thanks tZork : )
    Last edited by your_errors on Wed Sep 10, 2008 12:02 am, edited 3 times in total.
    Ubuntu on Athlon XP 3200+ (2.2 Ghz) and ATI Sapphire 3850 HD, 512MB (no nVidia AGP+HD available).
    Topics: [Characters] Materials for player models sharing. [Flag] Ensign concepts by your_errors. [CTF] [Records] [Nexuiz v2.4.2] NVFC.
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Tue Sep 09, 2008 5:13 pm

Tue Sep 09, 2008 5:53 pm

  • ai wrote:
    tZork wrote:imo the lasers would be better switched off while flag is carried.

    Yeah, I thought about that too. But I know nothing about programming/coding so I don't know if that could work. I.E. would I need to make two models, one with lasers and one without and then the model get replaced when the picked up event takes place?


    I can see two ways of doing this atm - You could make the model in two animation sets, one with lasers and one with them hidden. Or make the lasers as separate models and let the gamecode handle putting them in place and turning them on/off. the latter needs bones/tags to indicate where the lasers go on the main model.
    HOF:
    <Diablo> the nex is a "game modification"
    <Diablo> quake1 never had a weapon like that.
    <Vordreller> there was no need for anything over 4GB untill Vista came along
    <Samua>]Idea: Fix it? :D
    <Samua>Lies, that only applies to other people.
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Wed Sep 10, 2008 4:36 am

  • ai wrote:Oh, can anyone tell me what's the difference between .md3 and .mdl and why certain models in Nexuiz are either .md3 or .mdl? Why not just one type? Then we have the .zym too, it's just too confusing.

    EDIT: I have tried Valves .smd exporter, it seems to work so far (couldn't convert it into a .zym though), but now I need to convert this into a .md3 but a .qc file is missing. Does the flags have one? How do you go about creating one?


    I can share what I know. There are 4 types of models currently supported by dp engine:

    mdl - original quake model format
    md3 - original quake 3 model format (segments are supported)
    zym - zymotic model format
    dpm - darkplaces model


    psk - ?? dunno, might be supported, can't remember without looking at the code

    md2 - original quake 2 model format, iirc, this is not supported

    Hope that helps.
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Sat Sep 13, 2008 4:17 am

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