How to replace "boom01.md3"

Discussion for Level editing, modeling, programming, or any of the other technical aspects of Quake
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Herr W
Posts: 90
Joined: Tue May 16, 2006 8:53 am

How to replace "boom01.md3"

Post by Herr W »

Hi guys,

I'm trying to replace the rocket explosion's model (in my opinion models/weaphits/boom01.md3) by a cartoonier one, but no matter what kind of model I try to bring into the game, it still appears the same flat plane or sprite.

I did the same with the bullet explosion (models/weaphits/bullet.md3) and it worked without any problem. - Strange... :confused:
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o'dium
Posts: 11712
Joined: Sun Mar 25, 2001 8:00 am

Re: How to replace "boom01.md3"

Post by o'dium »

By your mention of .md3, I think you mean Quake 3, and not Quake 1/2?

If thats the case, the explosion isn't an actual model, its an animated sprite. The bullet impact is a model in Q3, so when you replaced it, it would work like you imagine. However to replace the explosion effect in Quake 3, you must edit the textures in "models/weaphits/rlboom/*.*"".

Keep in mind you wont be able to change the model unless you mod it in (I think?) so you will just be working with an animated sprite.
Kaz
Posts: 1077
Joined: Wed Mar 08, 2006 3:43 am

Re: How to replace "boom01.md3"

Post by Kaz »

what he said :up:
Herr W
Posts: 90
Joined: Tue May 16, 2006 8:53 am

Re: How to replace "boom01.md3"

Post by Herr W »

Keep in mind you wont be able to change the model unless you mod it in (I think?)
"Mod it in" means I had to alter something in the source code, right? - Pooh, better not, I'm really bad in that! :clownboat:

(But I'm pretty sure a cartooney "boom"-animation should bring a good result, too)

Thank you, guys!

BTW: Can someone tell me, where the "sprites/explode1/fs2-*"-explosion from pak6 is used?
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