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Skins thread
03-07-2014, 04:49 PM,
#11
RE: Skins thread
that'd be really cool! It'd also help us deviate from AC that much more. =D

Btw, I think that if you wish for it to be in the official game, you'd have to license it, if that's okay with you. Something like CC licenses

DSO
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"Not dead, can't quit"
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03-07-2014, 06:16 PM, (This post was last modified: 03-07-2014, 06:20 PM by D3M0NW0LF.)
#12
RE: Skins thread
I would if was the original creator of the model, I'm merely making modifications to it. Wink But yeah, here's what I have atm. The helmet is wobbly atm and rather large, but this is to demonstrate what I can do using quake modeler to align stuff to the player (I can do the same with world weapons, etc). Though I do have a suggestion... Maybe see if you can code ACR to use md3 playermodels? It'd be easier to skin and group that way imo (instead of having to physically manipulate each texture just to add a seperate model to the same texture each time I want to modify it).


[Image: helm1_zps58b87eb0.png]
[Image: helm2_zps881e5647.png]

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03-08-2014, 01:37 AM, (This post was last modified: 03-08-2014, 01:37 AM by DeltaStrikeOp.)
#13
RE: Skins thread
Awesome models!

You'd have to ask @Victor and @ruler501 if it is a viable thing to do, coding md3 support. I have no experience in coding, yet.

DSO
Windows 8 fanboy =D
"Not dead, can't quit"
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03-08-2014, 01:40 PM,
#14
RE: Skins thread
I thought there is already md3 support for world models.

Best regards,
Victor
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03-08-2014, 02:17 PM,
#15
RE: Skins thread
(03-08-2014, 01:40 PM)Victor Wrote: I thought there is already md3 support for world models.

For world models, yes, but not playermodels.

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