Search found 28 matches

by enneract
Fri Mar 24, 2017 3:28 pm UTC
Forum: Animations
Topic: dragoon
Replies: 34
Views: 65084

Re: dragoon

http://unvanquished.net/~enneract/newac ... neract.pk3
Compile and run the "new-dragoon" branch or the model won't look right.

The Dragoon will probably need a bbox adjustment. It won't fit inside the current one without looking like a miniature.

by enneract
Tue Mar 21, 2017 6:27 pm UTC
Forum: Animations
Topic: dragoon
Replies: 34
Views: 65084

Re: dragoon

If you have the time then rotate the entire model counter-clockwise by 90 degrees and rename the "run_backward" animation to "run_backwards".

by enneract
Sat Mar 18, 2017 3:59 pm UTC
Forum: Animations
Topic: dragoon
Replies: 34
Views: 65084

Re: dragoon

This doesn't need intervention by the artist but can also be done by decompiling the IQM to IQE and modifying it by hand, then recompiling it. Thanks for the tip, I can fix the animation names myself then. There's one more problem though. The Dragoon is facing the wrong direction in-game. Any way I...
by enneract
Sat Oct 15, 2016 3:53 pm UTC
Forum: Models
Topic: Dragoon
Replies: 83
Views: 229371

Re: Dragoon

Another texture update: Blue eyes: http://unvanquished.net/~enneract/newdragoon_2016-10-15-1547-enneract.pk3 Red eyes: http://unvanquished.net/~enneract/newdragoon-red_2016-10-15-1547-enneract.pk3 Note: Load both pk3s to see the red eyes (load newdragoon-red first): -set fs_extrapaks "newdragoo...
by enneract
Thu Sep 29, 2016 11:56 am UTC
Forum: Models
Topic: Dragoon
Replies: 83
Views: 229371

Re: Dragoon

by enneract
Sun Sep 11, 2016 6:32 pm UTC
Forum: Models
Topic: Dragoon
Replies: 83
Views: 229371

Re: Dragoon

by enneract
Sun Sep 11, 2016 6:31 pm UTC
Forum: Models
Topic: Egg (redo)
Replies: 5
Views: 7831

Re: Egg (redo)

by enneract
Wed Aug 19, 2015 8:12 pm UTC
Forum: General Discussion
Topic: New path_corner functionality
Replies: 5
Views: 6700

Re: New path_corner functionality

What other hacks?

by enneract
Mon Aug 17, 2015 5:39 am UTC
Forum: General Discussion
Topic: New path_corner functionality
Replies: 5
Views: 6700

New path_corner functionality

A recent commit added a spawnflag to path_corner which makes it stop trains. Simply set a path_corner's spawnflags to 1 to use this feature. (This won't work in Alpha 42, build from source for now.) This simplifies elevators and togglable doors a lot - they can now be constructed using only 2 path_...
by enneract
Sun Jun 07, 2015 5:39 pm UTC
Forum: Implementation
Topic: Barricade
Replies: 7
Views: 16243

Re: Barricade