I tried to change the medpack in ET but it’s an animated md3 but in ET it’s not animated.
Is there a way to get the thing moving (when it’s on the ground)
Thnx & Greetz Panther
I tried to change the medpack in ET but it’s an animated md3 but in ET it’s not animated.
Is there a way to get the thing moving (when it’s on the ground)
Thnx & Greetz Panther
Do you want to make medpacks that go hide in corners?
Anyhow, if ET doesn’t play the animation, it must be told so using an animation script or in the game code. I haven’t got an idea where the medpacks is defined by heart.
Well, for example the weapons have a weapon.cfg what tells them what animation to play at what moment.
But the medpack on the ground does not have such a cfg.
Strangely enough the mine flags are just animated md3’s too =/
I figured the animation would just play, but it didn’t =(
Somebody help me.
Greetz Panther
the mine flags aren’t animated models, the shader just deforms the surface on the flag, IIRC
Negative, I double checked that, mine markers ARE animated MD3’s
Anybody else has an idea??
Greetz Panther
Well thats what I get for posting before I check the pk3s! Let’s see what I can find out for you.
http://www.qeradiant.com/manual/Model_Manual/model_manual.htm < sections 4-9
apocalyx = http://apocalyx.sourceforge.net/tutor00.php <relatively newer but has tid-bits
Supposedly blender3d can handle the MD3 animations well…I have not yet tried with that program and I believe the plug-in development came to a hault a year ago. It takes extra modules and scripts and can be tricky to those who are unfimiliar with short-mouthed comp. gab.
I think this resource will be the most handy >
http://www.jaquays.com/gameart/model_resources.html
I tried replacing the health pickup model with the animated mine_marker. It shows up, but panther is right, it’s completely frozen.
yeah, my model is animated allready (thnx for the programs anywayz, the more the better)
But the medpack just wont play the frames =/
very strange =/
Greetz Panther
I think I figured it out for you panther, the key is in the function CG_DrawMineMarkerFlag
You’ll need to modify CG_Item with something like
// jet Pilot - animated health packs
if (!Q_stricmp(item->classname, "item_health"))
{
// Animate here
}
I would make a modified copy of CG_DrawMineMarkerFlag, and do it there.
I’ll elaborate later, I’m off to the NIN show now…
Jet pilot?? Uh is that source related??
I’m not a coder (tbh I can’t compile anything, but I have a coder working for me)
But it will take some time before he’ll starts working on this. (sry dime1622)
I’ll keep you informed.
Greetz Panther