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About coding weapons

by The Rice Master on 09/09/2004 20:02, 5 messages, last message: 09/23/2004 16:59, 1508 views, last view: 03/27/2024 06:38

Im not sure how to make these weapons work.I finished modeling,but what to do about the animation?I can animate.Im using 3ds max and importing into Milkshape.What do I do with the QC file?Someone please gimme a walkthrough!

Oh yeah,freelance designer for hire.Im intrested.No pay(duh,im only 13).

The Rice Master

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#1: ..

by dcp on 09/10/2004 00:22

when saving an animated model to .md2 in milkshape for cube, you can leave out the .qc file. it's not nescessary for the model to work in cube.

just make shure the frame number of the animation sequences are correct (look into the .qc files provided with the default cube weapons for these numbers)

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#2: ..

by entrunner7 on 09/21/2004 04:09

at one point i was playing around with the fist in an effort to learn q2 modeller (<begin advert> which is a great program, i prefer it to milkshape, and it's free =] <end advert>) and i mirrored frame six and lined it up. somehow it got saved, and when i loaded cube again, the hand started out on the left, switching over to the right for he punch itself.

my question is, why did frame number 6 determine what it starts on? i would assume number 1 would be the basis.

confusing, the lot of it.

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#3: WEAPONS

by gabbabay on 09/23/2004 02:32

THE GAME ONLY HAS 4 WEAPONS!!!!!!!!! wAT THA HELL????? oh well because it came with tha source code....would ne1 be able to make me a tutorial on how to make more weapons?

thx

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#4: yup.

by Pxtl on 09/23/2004 15:35

The game only has 5 weapons (you didn't count the fist). Personally, I think it covers the spread well, only thing missing is rapidfire close-combat and rapidfire midrange, and any sort of indirect-fire weapons (no grenades, etc). Remember that Cube doesn't burden you with a wussy starting weapon, so there's no "pistol" filling up the spread.

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#5: Re: WEAPONS

by D.plomat on 09/23/2004 16:59, refers to #3

Edit cube.h and weapon.cpp, it's trivial if you have the tools to compile Cube and know a bit C language. The hardest part is getting a model (unless you code a complex weapon ;)

Then copy the nextweapon/prevweapon from the source of Quad, it's easier for the wheel if you have more weapons. Make a trivial change to use any number of weapons.

To test your weapon, add the correct keyb/mouse binds and modify spawnstate() in clientgame.cpp to have some ammo on spawn.

Then design a nice skin for the weapon box, and add stuff in editing.cpp to be able to /newent superbfgammothatkillseverythinginsight on some test map.

If this sounds complex, forget about modding Cube, but if you have only a small experience in C, read all Cube code gameplay-related (physics, weapons, monsters), it's probably much understandable than you expect, and even if you don't manage to make a good weapon implementation, that can only be a fun and positive experience.

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