Author Topic: The new and improved 3D model topic!  (Read 4661851 times)

Has anybody ever made working accelerometers on cars in the model not just as text on the clients screen.
also btw that's really cool, we need more sports cars and less generic cars.

Has anybody ever made working accelerometers on cars in the model not just as text on the clients screen.
also btw that's really cool, we need more sports cars and less generic cars.
I'll bring them sports cars, as well as other awesome vehicles. I'll let you 3D guys in on a couple of my (hopefully) future addon projects.

- Marauder
- Camper-style van
- Some sorta futuristic sports car
- Hummer (my bro may make the model for this one)
- Toyota Supra
- Nissan GTR
- Chevy Camaro
- Random out-of-the-ordinary weapons

dammit khoz :panda:
Cables are all smooth shaded, P3D doesn't like doing smoothing by object though and does it by material instead.
c4 (View in 3D)


Dat banding.
Where've you been? You had me worried sick, young mister!


The best part is that the trigger breaking is 100% satisfaction guaranteed

Just finished this thing.


I someday would want it to be an enemy bot, but it needs animations.
This is as far as I can go with it..

Still making his weapon.

Dreadnaut Beserker (View in 3D)
(Found out about this neat site from poking around, so very useful)
« Last Edit: December 30, 2013, 10:18:24 PM by Mr.Noßody »


My idea of how he would act would be:

Massive crushing sword that he drags behind him (sparks and stuff), moves slowly, attacks with slow sweeping sword attacks.
Can only be damaged from the back. To attack his back you have to wait for him to do a lunge attack where he:
Jumps backward-
Lunges forward-
Smashes sword into the ground-
Takes a few seconds to pull sword out of the ground-


Modeled after the Darknuts from Wind Waker.
...If anyone had already guessed...

Update on dat Roadster. ~80-85% complete for the exterior.



If you get animations hit me up and I'll code it.

If Milkshape wasn't a piece of stuff, and I wasn't too lazy to learn Blender...
We'd be in business.

If Milkshape wasn't a piece of stuff, and I wasn't too lazy to learn Blender...
We'd be in business.
Hey man, watch what you're saying.

Hey man, watch what you're saying.

Hey, don't get me wrong. I love Milkshape.
It works for the small things I want to do, but animating?
It's got an awkward frame limitation, I can't figure out how to parent things, and Ive never been able to get a Milkshape animation to work in game.
Might just be me.. I may just need more practice, but I cant for the life of me figure out how to have one node assign to groups that are already assigned to a node, and not have them compete. Also, how to have more than one animation on a model? I never could get that either.


Anyways, on a brighter note. I got the Sword Concept all made up.
Take a gander, tell me what you think.

Hey, don't get me wrong. I love Milkshape.
It works for the small things I want to do, but animating?
It's got an awkward frame limitation, I can't figure out how to parent things, and Ive never been able to get a Milkshape animation to work in game.
Might just be me.. I may just need more practice, but I cant for the life of me figure out how to have one node assign to groups that are already assigned to a node, and not have them compete. Also, how to have more than one animation on a model? I never could get that either.
You can raise the limit, but i'm not sure how many frames you can go up to

I don't think you can parent stuff unless you assign the vertexes of the object you want to animate to a nearby joint or create a new joint and assign the vertexes to that one instead, i'm not very experienced with this kind of stuff but that's all i know about that

If you're making animations for Blockland, you need to just use the single line of frames you have and just place each animation throughout the timeline and specify the start and end frame for each animation in the DTS Plus Exporter

For player models, you can just make an animation, limit the frames to that animation and export it as a DSQ, then repeat for other animations

You can raise the limit, but i'm not sure how many frames you can go up to

If you're making animations for Blockland, you need to just use the single line of frames you have and just place each animation throughout the timeline and specify the start and end frame for each animation in the DTS Plus Exporter

For player models, you can just make an animation, limit the frames to that animation and export it as a DSQ, then repeat for other animations
From what Ive seen, default max is 30. Ill look into raising it through options.

Ah, so that's how it works. That's the only way I could see it working, but I thought it would be wrong seeing as it made too much sense to me and I know very little on the subject...

So, I make a string of animations, back to back, then specify the animation name and frame section (in the export window), then export it? Seems like something I could do.
Brian, I may be needing you eventually.