Quake3World.com Forums
     Level Editing & Modeling
        Model animations in Q3


Post new topicReply to topic
Login | Profile | | FAQ | Search | IRC




Print view Previous topic | Next topic 
Topic Starter Topic: Model animations in Q3

This is not Æon!
This is not Æon!
Joined: 20 Jan 2002
Posts: 2222
PostPosted: 01-26-2008 03:47 PM           Profile Send private message  E-mail  Edit post Reply with quote


Does Q3 support animated models through a md3 or maybe a ase? Like if I were to make a tree with moving brances, is it possible?



_________________
Q3Map2 2516 -> http://www.zfight.com/misc/files/q3/q3map_2.5.16_win32_x86.zip
Q3Map2 FS_20g -> http://www.zfight.com/misc/files/q3/q3map2_fs_20g.rar
GtkRadiant 140 -> http://www.zfight.com/misc/files/q3/GtkRadiantSetup-1.4.0-Q3RTCWET.exe


Top
                 

I'm the dude!
I'm the dude!
Joined: 04 Feb 2002
Posts: 12498
PostPosted: 01-26-2008 04:37 PM           Profile Send private message  E-mail  Edit post Reply with quote


AFAIK, not without modifying the code. From what I've been told, misc_models do not support animated models in Q3. I could be wrong, though.




Top
                 

Beggar@Q3W
Beggar@Q3W
Joined: 09 Feb 2005
Posts: 1086
PostPosted: 01-27-2008 01:01 AM           Profile Send private message  E-mail  Edit post Reply with quote


Isn't simple animation possible, like deformVertexes or attachment to func_* via model2 key(md3 only)?




Top
                 

Veteran
Veteran
Joined: 09 Feb 2005
Posts: 167
PostPosted: 01-27-2008 06:09 AM           Profile Send private message  E-mail  Edit post Reply with quote


a13n wrote:
Isn't simple animation possible, like deformVertexes or attachment to func_* via model2 key(md3 only)?


Actually, yes. There was an amazing engine model in one of the QCon mapobject contests that had moving pistons done with deformvertexes shaders. I've played with that function a bit and it's possible to get some interesting effects. It's kind of a waste to just use it for wibbly water, but at the same time frustratingly limiting compared to just using a keyframed animation.

Also, you can attach any model to a func_whatever not just md3. Make your func, and then make a misc model and target it at the func. Q3map2 then bakes the faces from the misc_model into the func, just like any other brush/patch faces. It's better than the model2 key which is really glitchy and won't work unless the md3 is in the same pk3 as the map!




Top
                 

I'm the dude!
I'm the dude!
Joined: 04 Feb 2002
Posts: 12498
PostPosted: 01-27-2008 10:51 AM           Profile Send private message  E-mail  Edit post Reply with quote


Yeah, but those won't really help if animating moving branches. You can create a texture with a shader and translate or deform it with a shader, but that's about as sophisticated as it gets.




Top
                 

Beggar@Q3W
Beggar@Q3W
Joined: 09 Feb 2005
Posts: 1086
PostPosted: 01-27-2008 11:31 PM           Profile Send private message  E-mail  Edit post Reply with quote


Shallow wrote:
Also, you can attach any model to a func_whatever not just md3.

But it's only md3 that can be lit properly(dynamically) while it moves on.




Top
                 

I'm the dude!
I'm the dude!
Joined: 04 Feb 2002
Posts: 12498
PostPosted: 01-28-2008 10:05 AM           Profile Send private message  E-mail  Edit post Reply with quote


No, you can make any model use vertex lighting.




Top
                 

Beggar@Q3W
Beggar@Q3W
Joined: 09 Feb 2005
Posts: 1086
PostPosted: 01-28-2008 06:45 PM           Profile Send private message  E-mail  Edit post Reply with quote


I meant "grid lighting", not "static vertex lighting".
In any case it is vertex that is actually modulated though.

Hipshot, sorry for thread shipwreck.




Top
                 
Quake3World.com | Forum Index | Level Editing & Modeling


Post new topic Reply to topic


cron
Quake3World.com
© ZeniMax. Zenimax, QUAKE III ARENA, Id Software and associated trademarks are trademarks of the ZeniMax group of companies. All rights reserved.
This is an unofficial fan website without any affiliation with or endorsement by ZeniMax.
All views and opinions expressed are those of the author.