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import lasgun_1.1.pk3 by chris807 (2016-07-11), port to master #3
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The reactor also has such texture in specular alpha channel, and for both models chris said the model have: |
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I've restored the legacy third person view model. This PR is mergeable. |
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This is that I managed to remove the hand mesh but as soon as I remove the hand skeletons, everything goes wrong. Also, if I keep the unused skeleton, it displays somewhat correctly, I can rescale, move the Thing is that I only tried iqm as third person model. I noticed all other weapons use md3 for third person models… Maybe we have bugs for non-md3 third person models that went unnoticed because we don't do it yet… I don't know how to convert iqm to md3 though. |
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its am md3 model. |
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How did you do the md3 model? |
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I mean, converted from iqm to md3… That's the step I'm missing. |
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im using max.. is suports md3 export. |
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Ah, because your model does not look that bad but miss some geometry… |
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world player models should be at a ruduced poly compared to 1st person. so im optimizing it :) |
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yeah but at this point those details would never be seen, since they are out of view from first person perspective… also it would be cool to keep glow map and material maps… =) |
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With IqeBrowser there is an option to export an |
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you can try noesis. it will even export an md3 |
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With this plugin I can export to md3 from Blender after having imported from obj generated with IqeBrowser: But then texturing is lost (even if it works in Blender) but I can reapply it with Maverick Model 3D and save as md3 again (I can then replace texture name with ghex given I can search for an existing one I know). But, the tags seem to be lost of course, meh… |
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The shader name is |
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Anyway, your model looks really ok for the size and placement. If you can restore the white and the black relief on the front, and given the material would be complete, that would be enough. |
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how is that file vwep.zip |
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Man, you're a true wizard, you saved the day (and more than that!!!), that is a-we-so-me. |
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im glad you like it :) |
- convert tga to png - convert was to flac - convert iqm to iqe - convert dos line ending to unix line ending in scripts - merge lasgun.shader with lgun.shader - rename lasgun.particle to lgun.particle - strip extension in scripts and config files - rename ImpactLasgun to particles/weapons/lgun/impact - rename MuzzleFlashLasgun to particles/weapons/lgun/muzzleflash - rename models/weapons/lasgun to models/weapons/lgun/lgun - rename models/weapons/lasgun/display to models/weapons/lgun/display - rename models/weapons/lasgun_flash to models/weapons/lgun/flash - rename models/weapons/hand2 to models/weapons/hand - rename gfx/weapons/lasgunspark to gfx/weapons/lgun/spark - rename gfx/weapons/smoke to gfx/weapons/rifle/smoke - rename gfx/marks/bullet_mrk to gfx/weapons/lgun/mark - rename gfx/2d/crosshair-lgun_s to gfx/feedback/crosshairs/lgun - rename gfx/2d/indicator-lgun_s to gfx/feedback/indicators/lgun - extract models/weapons/lgun/lgun.txt from licenses.txt - whitespace and case fixes
…e in future operations
prevent issue: > Warn: Cannot find bone index root, using root bone.
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OK, so the new lasgun implementation is complete. Thanks to true skills of great wizard @hypov8! |
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how do you get the other player model? this is update version 2 |
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when loading a map with to unlock your team stage, to give you money / evo points, you may also do Then at the armoury in the buy menu you'll notice a tab for non-weapons things, like light armour, medium armour, battlesuit, radar, jetpack… 😉 |
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added display as a new mesh and using correct shader "give all" should give all those items, but they are not included. there is an issue with battlesuit and the "pain saw" when you shoot.(missing bones/animation?) |
Workflow for quick and dirty modifications to an existing package: Extract |
- added display as a new mesh and using correct shader - increased size slightly to match battlesuit
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Yay! Our next release will be awesome in space! 🎉 |













In first person view it works as expected:
But in third person view the first person arms are displayed, and the third person arms are not correctly positioned:
Also I noticed the game says:
While
models/weapons/lgun/weapons.cfgsets:So it looks like the game is doing what is expected by using the root bone when there is no bone named
root, we can probably edit the game to do it explicitly.If we find a way to fix the third person view, this would be shipable in 0.52 release.