I don't know how to add new weapons, but my preferred method of testing new models with any game is to replace the model of an existing method.
I'd probably try replacing the Sharps, it's single shot too.
Lovely looking model, btw - excellent work!
Moderator: Joe Kari
steve wrote:Thanks for the reply's chaps.
Aye, I was in the same boat as far as getting most of my models into games is concerned, open up the game model file/decompile it and replace the original weapon mesh with my own.
The issue with doing this is with the current king of quake3 animated model formats - MD3. It uses... I think the term is morph targets? To animate a model, rather then the super duper skeletal animation system. Because of this it is nigh on impossible to simply open up a model and replace the weapon mesh (unless I had the time to manually replace the mesh and rotate/manipulate it for EVERY SINGLE FRAME).
If I had access to the original bipeds/animations for the current weapons (model editor files containing skeletal animations before morph target/md3 export) I could hack this into it.
On another topic entirely - I've nearly added another exporter to the toolchain for the md4 (an ioquake3 supported skeletal format) for the low-poly modeler Milkshape3D. This should allow EASY PEASY creation of this awesome skeletal animation format.
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