Author Topic: func_model  (Read 5441 times)

Zorchenhimer

  • Autococker
  • Posts: 2614
func_model
« on: April 05, 2007, 01:35:57 PM »
I'm curious how this works, or more accurately, what its syntax is in "worldspawn". Thanks

jitspoe

  • Administrator
  • Autococker
  • Posts: 18802
Re: func_model
« Reply #1 on: April 05, 2007, 01:44:10 PM »
func_model doesn't go in the worldspawn.

As for syntax...
{
"classname" "func_model"
"origin" "240 -208 176"
"model" "models/plants/bigleaf2.md2"
}

Zorchenhimer

  • Autococker
  • Posts: 2614
Re: func_model
« Reply #2 on: April 05, 2007, 03:43:04 PM »
Wow, I'm a moron. Thanks Jits. Some how I had accidentally put it in the worldspawn (I didn't mean to say 'worldspawn' before though).

Edit:

Ok, I got the model working right, now how would I skin the thing?
« Last Edit: April 05, 2007, 04:05:29 PM by Zorchenhimer »

Eiii

  • Autococker
  • Posts: 4595
Re: func_model
« Reply #3 on: April 05, 2007, 05:46:03 PM »
"skin" "(skinname)", I believe, though I've never done it. I don't think people will like having player models on the map, especially when the oldmodels option is available.

jitspoe

  • Administrator
  • Autococker
  • Posts: 18802
Re: func_model
« Reply #4 on: April 05, 2007, 05:55:13 PM »
I don't know if you can specify the skin for it.  Also, player models work differently than regular models when it comes to skins.

Zorchenhimer

  • Autococker
  • Posts: 2614
Re: func_model
« Reply #5 on: April 05, 2007, 06:21:11 PM »
Also, player models work differently than regular models when it comes to skins.

Yea, I know. I just had an idea to have a player frozen in a block of ice, or something similar.

Zorchenhimer

  • Autococker
  • Posts: 2614
Re: func_model
« Reply #6 on: April 05, 2007, 10:22:43 PM »
Ok, this is what I mean by the ice thing:

Eiii

  • Autococker
  • Posts: 4595
Re: func_model
« Reply #7 on: April 05, 2007, 11:14:10 PM »
Odd position to be frozen in.

Spook

  • Autococker
  • Posts: 2542
Re: func_model
« Reply #8 on: April 05, 2007, 11:18:18 PM »
yeah curl him up in ball

Zorchenhimer

  • Autococker
  • Posts: 2614
Re: func_model
« Reply #9 on: April 05, 2007, 11:57:49 PM »
... I haven't gotten there yet! I need to skin him first! :P

Spook

  • Autococker
  • Posts: 2542
Re: func_model
« Reply #10 on: April 06, 2007, 12:03:47 AM »
cavemen had skin, they were well preserved!! lol but yeah, that would look cool to have a "fake" player stuck in ice. Then make a real player spawn in one filled with water in the center ;P

blaa

  • Autococker
  • Posts: 1218
Re: func_model
« Reply #11 on: April 06, 2007, 01:56:43 AM »
better make a model of trees, so dp could have realistical trees. And im sure there must be something else what needs to be done as .md2 , because doing them with brushes would intercourse up the realistical part.


hope i made my thoughts clear.

Zorchenhimer

  • Autococker
  • Posts: 2614
Re: func_model
« Reply #12 on: April 06, 2007, 08:23:14 AM »
better make a model of trees, so dp could have realistical trees.

I've thought of that, but I'm not that good at modeling. Not to mention that I don't have an md2 editor (unless Blender can export it).

Edit:

Ok, Jits is probably gonna murder me for this, but I have successfully (kinda) skinned the model. However the means by which I accomplished this could be considered cheating. So, with that said, does anyone know of a good md2 editor so I can extract the player model, put it in a separate directory and skin it?
« Last Edit: April 06, 2007, 10:55:31 AM by Zorchenhimer »

jitspoe

  • Administrator
  • Autococker
  • Posts: 18802
Re: func_model
« Reply #13 on: April 06, 2007, 05:58:46 PM »
The player models aren't in md2 format -- not the new ones.  I could post the 3dsmax sources after the weekend when i get back to my apartment.

Zorchenhimer

  • Autococker
  • Posts: 2614
Re: func_model
« Reply #14 on: April 06, 2007, 06:57:20 PM »
They're in .skm, right? But the .3ds sources would be awesome.

TinMan

  • Autococker
  • Posts: 1347
Re: func_model
« Reply #15 on: April 09, 2007, 08:22:01 PM »
Yes! Post 3dsmax sources, I shall make them buff men.  =]

jitspoe

  • Administrator
  • Autococker
  • Posts: 18802
Re: func_model
« Reply #16 on: April 10, 2007, 02:20:44 PM »
I'm not sure what all was needed / what's actually used, so I'm just uploading everything: http://dplogin.com/files/mediasource/models/dpchar/

It'll be a while before it's all completed -- over 200 megs.  All this content is GPL.

Zorchenhimer

  • Autococker
  • Posts: 2614
Re: func_model
« Reply #17 on: April 10, 2007, 02:43:42 PM »
:o Wow. I thought it would be one file!
Thanks!

jitspoe

  • Administrator
  • Autococker
  • Posts: 18802
Re: func_model
« Reply #18 on: April 10, 2007, 07:15:23 PM »
There were lots of different development stages and parts put together.  Also, I put every animation in a separate file to help make it simpler to work on (and so I could test the looping).  There were also 3 different people working on it (S8N, his coworker Rob, and myself).

Zorchenhimer

  • Autococker
  • Posts: 2614
Re: func_model
« Reply #19 on: April 10, 2007, 08:18:25 PM »
Yea, I noticed the separate files for the different animations. I was just planning on getting poses, but the animations can come in handy.