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where do i find models for weapons like q3 models???
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Mick



Joined: 05 Apr 2003
Posts: 151

PostPosted: Tue Mar 02, 2004 10:01 pm    Post subject: Reply with quote

Dosen't work !
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Connor



Joined: 03 Oct 2002
Posts: 64
Location: Toronto,Canada

PostPosted: Wed Mar 03, 2004 11:29 pm    Post subject: Reply with quote

I just did a new version of the sr8

http://www.imagestation.com/picture/sraid105/p41899d3c3193dae648dbe65ddba9b05b/f974239b.jpg

at fov 20

http://www.imagestation.com/picture/sraid105/p962892f109784f601d31d56171b6b225/f974239e.jpg

http://www.imagestation.com/picture/sraid105/p45ee169abef6adf2bc85bb5389bcde78/f97423a0.jpg
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oldman



Joined: 10 Sep 2002
Posts: 636

PostPosted: Thu Mar 04, 2004 12:09 am    Post subject: Reply with quote

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
Posts: 151

PostPosted: Thu Mar 04, 2004 12:30 am    Post subject: Reply with quote

want mdl files, not unplayable md3 files
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Connor



Joined: 03 Oct 2002
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Location: Toronto,Canada

PostPosted: Thu Mar 04, 2004 12:31 am    Post subject: Reply with quote

Its too bad it doesnt have the awesome md3 animation...when you port a weapon that has hundreds of frames in the animation it wont work for this old game...So I just did my own animation sans the cool ass bolt action reload. seven frames with a huge kick:)

I port all the md3 I can to mdl not quake md3

Peace

http://www.imagestation.com/picture/sraid105/p7b45876d4c2f2452e4d850af99bb1b0c/f97423a3.jpg
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Mick



Joined: 05 Apr 2003
Posts: 151

PostPosted: Thu Mar 04, 2004 2:37 am    Post subject: Reply with quote

Upload the mdl files somewhere then !?!

Need help msg me on IRC @ Qnet #zfl
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Connor



Joined: 03 Oct 2002
Posts: 64
Location: Toronto,Canada

PostPosted: Thu Mar 04, 2004 7:32 am    Post subject: Reply with quote

q3a models

http://www.imagestation.com/picture/sraid102/p1edeb876bb1da4f91dce385d216eb10d/f9b75046.jpg

http://www.imagestation.com/picture/sraid105/pcd5e20cbd1d353ed8d7234122008103e/f9736e95.jpg

http://www.imagestation.com/picture/sraid105/p43cd15849951369133b2570faee9fd0b/f9736e99.jpg
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oldman



Joined: 10 Sep 2002
Posts: 636

PostPosted: Thu Mar 04, 2004 8:24 am    Post subject: Reply with quote

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



Joined: 03 Oct 2002
Posts: 64
Location: Toronto,Canada

PostPosted: Thu Mar 04, 2004 11:50 am    Post subject: Reply with quote

I just got a few of my models uploaded to a comcast account .



http://home.comcast.net/~mrcreed/models.zip
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Mick



Joined: 05 Apr 2003
Posts: 151

PostPosted: Thu Mar 04, 2004 10:50 pm    Post subject: Reply with quote

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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PostPosted: Thu Mar 04, 2004 11:07 pm    Post subject: Reply with quote

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



Joined: 05 Apr 2003
Posts: 151

PostPosted: Thu Mar 04, 2004 11:08 pm    Post subject: Reply with quote

Gimme!!
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Connor



Joined: 03 Oct 2002
Posts: 64
Location: Toronto,Canada

PostPosted: Thu Mar 04, 2004 11:41 pm    Post subject: Reply with quote

I use QME full Wink 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
Posts: 151

PostPosted: Fri Mar 05, 2004 12:34 am    Post subject: Reply with quote

[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



Joined: 10 Sep 2002
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PostPosted: Fri Mar 05, 2004 5:07 am    Post subject: Reply with quote

Connor wrote:
I use QME full ;) for model position and animation.


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



Joined: 03 Oct 2002
Posts: 64
Location: Toronto,Canada

PostPosted: Fri Mar 05, 2004 6:56 am    Post subject: Reply with quote

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



Joined: 05 Apr 2003
Posts: 151

PostPosted: Fri Mar 05, 2004 7:51 am    Post subject: Reply with quote

Updated the q3option.zip

Watch the Q3 Model Galleri

Thanks to Connor & Oldman :)
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Connor



Joined: 03 Oct 2002
Posts: 64
Location: Toronto,Canada

PostPosted: Sun Mar 07, 2004 1:50 pm    Post subject: Reply with quote

I did a new h_player...

http://www.imagestation.com/picture/sraid106/p5eb0aed53e054a3a1460c46e5e4b81c6/f96c21bb.jpg

Hit enter in the the location bar.


New v_rock with extra skins.)
http://home.comcast.net/~mrcreed/v_rock.zip
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Mick



Joined: 05 Apr 2003
Posts: 151

PostPosted: Sun Mar 07, 2004 7:05 pm    Post subject: Reply with quote

share the h_player ? =)
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