NightKlaw Posted June 12, 2002 Share Posted June 12, 2002 I was reading the modeling forum just a bit ago, and the thread about the problems with getting Yoda in game, due to an almost uneditable animation format, as well as multiplayer size restrictions, and I began wondering. Would it be possible for a sufficiently advanced coder, given the code we have access to, to be able to actually code in support for a different model/animation format, such as Quake3's basic system? I'm not much of a coder, not one at all really, but would this theoretically be possible? Link to comment Share on other sites More sharing options...
Darkhold X Posted June 12, 2002 Share Posted June 12, 2002 Well the thing is the reason why its made the way it is, is because of a fairly complex range of animations that are already there. Even if they made it easy to do, people would still have to make alot of animations to go with the stuff. Could be some other techinical reasons also. I imagine they had plenty of reasons of why they did it that way. Link to comment Share on other sites More sharing options...
DarthFreak Posted June 12, 2002 Share Posted June 12, 2002 Why don't we set up a research team for infos on the size problem? Link to comment Share on other sites More sharing options...
Wiebbe Posted June 14, 2002 Share Posted June 14, 2002 i dnt think its the size problem, more the Ghoul engine not knowing what to do with model smaller then in the humanoid.glm I dont think its possible, to have mp models with ghoul engine that are diffrent then the original ones. Link to comment Share on other sites More sharing options...
NightKlaw Posted June 15, 2002 Author Share Posted June 15, 2002 Well, even if it's not possible to do something on the scale of my first idea, why not make a mod which allows modelers to use config file like the npc.cfg in singleplayer for scaling and whatnot of their models? It would probably be a much simpler way to accomplish the same thing. Link to comment Share on other sites More sharing options...
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