New knife -1 reply

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No1_sonuk

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22nd July 2003

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#1 17 years ago

Well, I've got a new knife in. I basically just replaced the old knife model with a Mauser bayonet I made a while ago. This includes the HUD model. :D

Problem: The code uses the same knife models for both Axis and Allies: models/multiplayer/v_knife_barrel.md3 models/multiplayer/knife.mdc

There are different arm models to account for the different skin, but unless we can live with the same model for both, the knife models will need to be separated in the code. Maybe add these for the Axis knife, leaving the other models as they are: models/multiplayer/v_axknife_barrel.md3 models/multiplayer/axknife.mdc

I'm not so sure it really matters that much, the K98 and Garand bayonets are quite similar anyway, and it doesn't really show that much.




CaptainBob1944

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7th July 2003

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#2 17 years ago

Looks pretty cool ;) .

I'm a bit confused though. Can we use the same knife model, but with differnt arm skins? Is that what requires code work?




[BM]Subterfuge

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20th July 2003

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#3 17 years ago

So, what are you putting that on? No, it would just mean skinning the model? Right sonuk? Because the FG42 needs it's arm reworked also..




No1_sonuk

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#4 17 years ago

What would need code work is if we want a different knife model for each side.

Basically, the way the HUD weapons works is that each separate moving part is a separate model. In the case of the knife, it's just an arm model and a knife model ( v_knife_barrel.md3 ), both of which have no animation, only tags. There is also a third model ( v_knife_hand.md3 ) which has the animation sequence in it. The arm and knife are linked to the tags in the v_knife_hand.md3 model, and animated by the tags. The more complicated weapons have more v_{weaponname}_barrel_x models, one for each moving part. Now, as the knife was in the original MP, there are already 2 arm models. One with the Allies skin( v_knife.md3 ), and one with the Axis skin( v_knife_axis.md3 ). The code chooses which to use based on which side the player is on.

The knife's 3rd person model is knife.mdc All these knife models are in the models/multiplayer/knife directory. Unfortunately, as I said above, both Axis and Allies use the same v_knife_barrel.md3 and knife.mdc models, so if we want different knives for each side, it will need to be coded in to use different knife models as well as different arms.

As it stands, my change gives both Axis and Allies my K98 bayonet model.

Having written all that while at work, I'll probably get home and find the file names are wrong :)

I'll have to investigate the other weapons, but as an example; The main Thompson model files are in models/weapons2/thompson/, but there is also a file in models/multiplayer/thompson/. That extra model may be the one for the Axis arm - I'd need to check. Once that's done, we can work out how to put an Axis arm on the FG42 (I assume that's which one is needed).

May be worth searching the PlanetWolfenstein forums. I'm sure this has been done before.




No1_sonuk

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#5 17 years ago

Any thoughts on what to do about the knife then? i.e. Do we want a different knife fore each side? Or stick with the new one for both?

WRT the FG42 arm, I posted a solution in the other thread.




Deimos

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#6 17 years ago

That looks pretty cool sonuk, Good job!




No1_sonuk

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#7 17 years ago

Thanks. I might change the skin and the model - It looks a bit too low-poly to me.