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Possible Idea?
Posted: Thu Aug 04, 2005 6:02 pm
by bork[e]
Say you wanted to make a tribute to the quake series, that you wanted to make one custom map that gave you a feel of all three of the current games. Just for the sake of things picture this: You have 3 rooms, one being your Q1 room, one being Q2, and the other being Q3.
The only thing that would really need to change would be the player models and weapons, so could you make it to where when you passed through rooms your player model and weapon would change to whatever game you were going into?
I know the actuall mapping of this wouldn't be anything special, as far as the different lighting. May not be perfect but what about the model changing, think there is some kinda hack you could put in to make it appear as though the models are changing?
:icon26:
Posted: Thu Aug 04, 2005 6:04 pm
by Hipshot
Sounds like something for Generations Arena... if you played that.
Posted: Thu Aug 04, 2005 6:08 pm
by bork[e]
Nope, that I haven't.

Posted: Thu Aug 04, 2005 6:10 pm
by Hipshot
Then play that, its awsome I think, and allows you to play as Wolfenstein, Doom, Quake, Quake 2 and Quake 3, mixed however you like it, can't change 'player' until you die thought... no random transformation that is.
Try it, I love it.
http://www.planetquake.com/wirehead/generations/
edit: Really makes you feel how good, and bad the Shaft was

Damn the damage, but if you miss then there is just no ammo left when you return the crosshair on the enemy.
Posted: Thu Aug 04, 2005 6:18 pm
by bork[e]
After reading through it, it's not exaclty what I had in mind. Some of the features do some cool though.
Posted: Thu Aug 04, 2005 6:31 pm
by Hipshot
I probably understood that this wasen't exactly what you meant, but its probably the best mix there is out there...
Posted: Thu Aug 04, 2005 7:28 pm
by bork[e]
:icon14:
Wonder what it would take to change the player model though, maybe some type of feature needs to be added like when a player picks up Quad. But instead of the current blue make it an low poly/res image of the old quake 1 guy. Any coder know the answer there?
Posted: Thu Aug 04, 2005 8:16 pm
by Survivor
bork[e] wrote::icon14:
Wonder what it would take to change the player model though, maybe some type of feature needs to be added like when a player picks up Quad. But instead of the current blue make it an low poly/res image of the old quake 1 guy. Any coder know the answer there?
So your suggesting instead of the glow a skin residing just a tad of the model skin. Might be doable but i can see problems when comparing sarge to tankjunior with this.
Posted: Thu Aug 04, 2005 10:35 pm
by Silicone_Milk
well since my main account (Caldiar) is currently having issues and IM waiting for the new password to be sent to me in the mail, Ive had to log this one on.
What you are saying, Bork[e] is entirely possible.
I made a map with a mod I made where I place an invisible item at a doorway and when you went in the doorway a new map loaded. This only worked because that invisible item executed a .cfg file though to load up a new map.
Im positive you could have something like 3 models to be loaded and have a function written for an invisible item like mine to execute when that item is "picked up" so that a new model loads.
If you want to get fancy you might even want the screen to fade black for a brief second or two when you go to a new area to give the model time to switch.
(Just thought about something... maybe have the models be pre-loaded during map load and simply toggle between the models depending on which invisible item is picked up. Would make it so you wouldn't have to wait for the new model to load up each time)
Anyways, Im only an amature dabbler in Quake III modding but I think my idea there might work for ya. Good luck with that if you ever go through with it =)
Posted: Thu Aug 04, 2005 10:43 pm
by ^misantropia^
Silicone_Milk wrote:(Just thought about something... maybe have the models be pre-loaded during map load and simply toggle between the models depending on which invisible item is picked up. Would make it so you wouldn't have to wait for the new model to load up each time)
Hey Caldiar, haven't seen you on PQ lately. Yes, you need to cache the models at load time because Q3A uses deferred loading. Since on-the-fly loading causes a glitch, the engine postpones it until a suitable moment occurs (e.g. when you die) unless you specifically tell it not to (cg_deferPlayers 0).
Posted: Thu Aug 04, 2005 10:50 pm
by Silicone_Milk
hey Misantropia! Haven't seen you in a while =)
Yea, took a long break from Quake III... couldn't download the editor to make maps (finally got GetRight and had it cache the download progress so I could finally download somethin lol) and well, wasn't feeling motivated to try anything new with modding for Quake III.
I've mostly been tinkering with rendering graphics and models in a OpenGL program I made at school. It's lost now =(
Glad to know that the pre-caching thing was on the right track =) It makes more sense to load them before hand anyways.
This project sounds interesting to me though. Im downloading the Quake III Source now to take a whack at it.
EDIT: (Also amazed anybody remembered me o.O lol )
Posted: Thu Aug 04, 2005 10:55 pm
by rep
More interesting:
A level that has some sort of transformational sweep... Imagine being in a DOOM 3 environment fighting people, then some sort of sweep flies over you, morphing (or just changing) everything into the Q3 style. Then another sweep comes over, and it becomes Q2, then Q1, style...
It could be done if r_lodbias was a server side variable that could not be changed by the client...
R_lodbias 0 = doom 3 weapon model with appropriate UV coordinates and D3 texture
r_lodbias 1 = Q3 model, Q3 textures... Get it?
The map itself would have to be some sort of trick with animation or the easiest thing to do would be just teleport everyone at the same time by having a huge teleporter envelope the entire map at once, beaming everyone from the D3 style to the Q3 style, and so on.
The weapons would fire the same and have the same sounds, though.
Posted: Thu Aug 04, 2005 11:00 pm
by ^misantropia^
Eh, why would you have to specifically use r_lodbias for that? Just put it in a configstring, send it off to the clients and let them parse it.
Posted: Thu Aug 04, 2005 11:00 pm
by Silicone_Milk
now that's a really bitchin' idea
*gives a thumbs up* I really dig it =)
Time to sharpen my moddin' skills. I wonder just how rusty I am (never was great at it in the first place lmao )
Posted: Thu Aug 04, 2005 11:00 pm
by ^misantropia^
Good to see you back, Caldiar. Post once in a while at PQ, it can use the traffic

Posted: Thu Aug 04, 2005 11:11 pm
by Silicone_Milk
*grins* Ill be sure to. I was workin on a project with some guy on PQ but I suddenly stopped hearing from him after he told me he got banned from the forums for joking around and telling a guy to use a random key generator to play Quake III. Odd.
*heads over to Planetquake's forums*
Posted: Mon Aug 08, 2005 7:17 am
by Silicone_Milk
Seeing as this sounds like a very neat idea that Id personally like to hear more discussion on.....
BUMP!
Lets hear some thoughts please =)
Posted: Mon Aug 08, 2005 9:11 am
by Oeloe
I don't really see the point of this except for making some kind of demo/movie or something... But using some kind of trigger like an invisible item to execute a .cfg with some client commands (like Silicone_Milk says) could make it possible to change the player and weapon models (just include the necessary models in the map pk3 or mini mod). Just put cg_deferPlayers "0" in that config, or toggle the score board briefly.
Posted: Mon Aug 08, 2005 5:43 pm
by Silicone_Milk
To latest reply:
Hey glad to hear your opinion =)
For me the point of this is just something to go "oooo" at. imo if you can make a user go oooo at something you've done then you've done a job well done
If Im understanding everyone else correctly I think rather than try doing model loading on the fly it would make more sense to pre-load all the models in to an array of some sort and when we hit that invisible item it triggers a function that simply toggles to a different model in that array rather than having a .cfg file load up the model.
EDIT: WHOOHOO Giblet XD I miss my old account =(
Posted: Mon Aug 08, 2005 5:45 pm
by bork[e]
Oeloe wrote:I don't really see the point of this except for making some kind of demo/movie or something...
Well, when you pass through the rooms and the models change, so do the actuall weapons...not just looks, but sounds, damage ect. Whatever the actuall game had, this "mod" would have.
I must admit though, I haven't the smallest clue about modding quake 3. Was only a thought I've been having for some time...thought the people that actually know how to alter the code might be interested.
The ideas like they are now might not be very fun for actuall gameplay...but through some twists and turns in there and you
might have something fun?
Posted: Mon Aug 08, 2005 5:46 pm
by Silicone_Milk
I think it would make it fun but I have fun just watching some of the newer things people do in videogames with the technology we have now lol