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Mick
Joined: 05 Apr 2003
Posts: 151
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Posted: Tue Mar 02, 2004 10:01 pm Post subject: |
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Dosen't work !
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Connor
Joined: 03 Oct 2002
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Location: Toronto,Canada
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oldman
Joined: 10 Sep 2002
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Posted: Thu Mar 04, 2004 12:09 am Post subject: |
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have u actually changed the animations of these md3's to match the animations of the mdls they are replacing? without doing this they are pretty much useless |
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Mick
Joined: 05 Apr 2003
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Posted: Thu Mar 04, 2004 12:30 am Post subject: |
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want mdl files, not unplayable md3 files
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Connor
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Mick
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Posted: Thu Mar 04, 2004 2:37 am Post subject: |
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Upload the mdl files somewhere then !?!
Need help msg me on IRC @ Qnet #zfl
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Connor
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oldman
Joined: 10 Sep 2002
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Posted: Thu Mar 04, 2004 8:24 am Post subject: |
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connor: how do u rotate and by how much do u rotate q3 v_models to make them appear at the correct position for qw v_models? |
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Connor
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Mick
Joined: 05 Apr 2003
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Posted: Thu Mar 04, 2004 10:50 pm Post subject: |
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OMG awesome work connor !!!
Request: Could u plz make a g_model of the q3 machinegun ? really need that in my Q3Option.zip =)
Keep up the very good work, I really like the UrT sniper =)
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oldman
Joined: 10 Sep 2002
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Posted: Thu Mar 04, 2004 11:07 pm Post subject: |
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oldman wrote: |
connor: how do u rotate and by how much do u rotate q3 v_models to make them appear at the correct position for qw v_models? |
i have models awaiting this stage
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Mick
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Posted: Thu Mar 04, 2004 11:08 pm Post subject: |
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Gimme!!
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Connor
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Posted: Thu Mar 04, 2004 11:41 pm Post subject: |
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I use QME full for model position and animation.
some md3s are in the correct position and some not. Qme is the best mdl editor.
I have that g_nail gimme email. |
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Mick
Joined: 05 Apr 2003
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Posted: Fri Mar 05, 2004 12:34 am Post subject: |
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[email protected]
Can I contact u on IRC ? Because I would like the Q3 CTF flag models for TF too =) if u can make it =)
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oldman
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Posted: Fri Mar 05, 2004 5:07 am Post subject: |
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Connor wrote: |
I use QME full ;) for model position and animation.
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qme gives 'access violation' errors when trying to open converted mdls yet they run fine in game. My assumption is that this is because they are much higher triangle count than orig q1 models and have larger default skins than qme supports. As such I cannot edit them in this.
None of the mdls i have seem to end up in the right position for q1 view
e.g.
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Connor
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Posted: Fri Mar 05, 2004 6:56 am Post subject: |
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Some md3s ports act this way in QME...I bet if you took a look at the skinmap in qme 3.1 and moved the map, you might see some triangles off texture. Alot of the time the problem is there is twe or three parts to a md3,sometimes like 5. You have to brake the md3 apart and then port the parts and then merge them together in QME. Look at my srifle skin...it has no waste like the others, I figured out how to dump the scrap from the way QME merges. |
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Mick
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Posted: Fri Mar 05, 2004 7:51 am Post subject: |
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Updated the q3option.zip
Watch the Q3 Model Galleri
Thanks to Connor & Oldman :)
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Connor
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Mick
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Posted: Sun Mar 07, 2004 7:05 pm Post subject: |
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share the h_player ? =)
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