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OJP Enhanced Models


keshire

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saber:first saber

 

saber2:dual saber

 

staff:any big saber, do it by wether or not their categorized as two handed.

 

Blaster:blaster, blaster_r, briar, demp2

 

launcher:concussion, disruptor, heavy repeater, merr_son, bowcaster

 

Golan:needs its own tag because the thing is so damn big.

 

Then organizing them to show by damage would be best.

 

So the sabers will always be seen when holstered overriding everything but the jetpack.

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My bad I forgot the way I'm organizing these.

 

Its:

saber resides on right side of hip by its lonesome

 

saber2/blaster reside on left side of hip

 

golan/staff/launcher all reside by/on the back. Which is where the jetpack is.

 

I don't have an extra tag for a double blaster should I incorporate one?

 

Can we make these rag? (Doesn't a broken arm rag?)

 

Can we have them effected by push/pull and being hit?

 

*edit*

looked it up, broken limbs don't rag. Too bad.

 

*double edit since no ones around*

Think i found what I'm looking for...

 

================

CG_Rag_Trace

 

Variant on CG_Trace. Doesn't trace for ents because ragdoll engine trace code has no entity

trace access. Maybe correct this sometime, so bmodel col. at least works with ragdoll.

But I don't want to slow it down..

================

 

void CG_Rag_Trace( trace_t *result, const vec3_t start, const vec3_t mins, const vec3_t maxs, const vec3_t end,

int skipNumber, int mask ) {

trap_CM_BoxTrace ( result, start, end, mins, maxs, 0, mask);

result->entityNum = result->fraction != 1.0 ? ENTITYNUM_WORLD : ENTITYNUM_NONE;

}

 

//#define _RAG_BOLT_TESTING

 

#ifdef _RAG_BOLT_TESTING

void CG_TempTestFunction(centity_t *cent, vec3_t forcedAngles)

{

mdxaBone_t boltMatrix;

vec3_t tAngles;

vec3_t bOrg;

vec3_t bDir;

vec3_t uOrg;

 

VectorSet(tAngles, 0, cent->lerpAngles[YAW], 0);

 

trap_G2API_GetBoltMatrix(cent->ghoul2, 1, 0, &boltMatrix, tAngles, cent->lerpOrigin,

cg.time, cgs.gameModels, cent->modelScale);

BG_GiveMeVectorFromMatrix(&boltMatrix, ORIGIN, bOrg);

BG_GiveMeVectorFromMatrix(&boltMatrix, NEGATIVE_Y, bDir);

 

VectorMA(bOrg, 40, bDir, uOrg);

 

CG_TestLine(bOrg, uOrg, 50, 0x0000ff, 1);

 

cent->turAngles[YAW] = forcedAngles[YAW];

}

#endif

 

//list of valid ragdoll effectors

static const char *cg_effectorStringTable[] =

{ //commented out the ones I don't want dragging to affect

// "thoracic",

// "rhand",

"lhand",

"rtibia",

"ltibia",

"rtalus",

"ltalus",

// "rradiusX",

"lradiusX",

"rfemurX",

"lfemurX",

// "ceyebrow",

NULL //always terminate

};

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nope saber2 and blaster are at the same spot but not on the same tag. Otherwise the gun would be pointed forward instead of down. I have to rotate the tags so that they correspond with that weapons particular origin.

 

Also a new saber flag would be nice, so as to prevent them from being holstered. If your time is limited too much I can look into it.

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I agree a new saber flag would be best. I'll see if I can add that when I'm doing the rest of the system.

 

As for the blaster/saber holster bolts, I suggest that you seperate or only use one or the other. Having them both in the same area will result in both the models overlapping each other.

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2004393478342260865377.jpg

 

I have the Max4.2 file, xsi, and model zipped up for any that want it to help with their own models.

 

I also gave it too Razor Ace to up to the OJP repository.

 

Uses: bolt_holster

saber

saber2

staff

blaster

blaster2 (for dual blaster mods)

launcher

Golan (because its so big and would clip if attached to the launcher tag)

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Will this make it so that if you use two sabers but select to use a single saber style, one remains at your side instead of being deactivated in your left hand?

 

I see some have multiple weapons on, like saber or guns in hand and others holstered in the examples, will that be incorporated ingame? If so can we control what is visible, I dont want to walk around with the flechette ill never use on my back, but dont mind carrying the disintergrator rifle or pistol?

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Originally posted by Azrael666

Will this make it so that if you use two sabers but select to use a single saber style, one remains at your side instead of being deactivated in your left hand?

 

I see some have multiple weapons on, like saber or guns in hand and others holstered in the examples, will that be incorporated ingame? If so can we control what is visible, I dont want to walk around with the flechette ill never use on my back, but dont mind carrying the disintergrator rifle or pistol?

 

Right now, neither. However, both ideas might be something we can impliment in the future.

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