F@#king awesome update! Thanks a whole heap for all your hard work MDave!![]()
so this is good huh?
I'll give it a try tonight and tomorrow at work LOL. I just Love the FPSs on PSP, there should be more
edit: this simply looks amazing but it made me remember why I never played turok on the N64 more than once. Man, the controls made me dizzy I'm very used to use the analog stick to move and to aim with X, sqr, tri, O.
All my wires got crossed and I have a mild headache right now, does anyone has figured out how to switch the controls cause when I try to enter some analog stick direction as a key it doesn't get registered
It looks great but if he could add another control scheme I would be very happy
Last edited by mike_jmg; May 28th, 2008 at 05:02.
F@#king awesome update! Thanks a whole heap for all your hard work MDave!![]()
Wooah woah woahQuote:
Originally Posted by dark heart View Post
not...bad.... looks like a lot of thought has gone into the layout, it's simple yet fun, just like turok :P
dude this is not the place to ask, lucky for i can answer the questions though.
this is what you can do (the way where you don't need to programme ;P):
make your model, then see what already made models quake/quake mods have to offer, animate your model so that it uses the same amount of frames, and does the same things (with your style of animation of course) then just export it to quake .mdl and replace it the old model.
try and use a similar acting model to replace.
simple.
if you don't like the way i told you, you need to find a coder so he/she can programme new commands for a new character/object
if you need more help ask me. but for future references, find yourself a quake moder forum, cos there aren't alot of modders that can help you here.
Yeah, that's just hoping your model syncs up with it's official counterparts animations, thanks though.
Dude, it's 2008, finding an active Quake 1 modding forum is harder than it sounds, most are buried or are saturated with dead links.
Besides, my question wasn't as off topic as you make it sound, as I thought my question would answer some development queries regarding tools used to create this great mod and the process behind it. If people know how it's done, it may spur them to also work on some great releases for the community. Anyway, It's cool, I'll keep my development questions to myself, cheers.
how did i sound like i was saying it was off topic? the only point i made was that this wasn't a good place to ask.
please don't take offense at the drop of a hat.
i can tell you some places where you can get help that have a good community.
http://quark.planetquake.gamespy.com/forums/
http://leray.proboards34.com/index.cgi
these are all you need really, they will tell you what you need to know, they have a large member count and offer some help that you wouldn't get otherwise.
but like a said, you will need a coder if you want new character/enemy/object commands. TRUST ME i know.
if you need anything else, I'll check up on this thread
Last edited by dark heart; May 28th, 2008 at 10:10.
This game is actually pretty freaking awesome. It's great what they've done with the Quake engine on the PSP.
I'd like to see a Quake mod that has AI versus AI or something instead of the player going around by himself fighting everything in the whole world single-handedly.
this is wicked![]()
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