![]() w_ripper.md2 - model that replaces the Ripper.w_plauncher.pcx - skin for the replacement.w_plauncher.md2 - model that replaces the.w_plasma.pcx - skin for the replacement.w_phalanx.pcx - skin for the Phalanx replacement.w_phalanx.md2 - model that replaces the Phalanx.w_grapple.pcx - skin for the Grapple replacement.w_grapple.md2 - model that replaces the Grapple.w_etfrifle.pcx - skin for the replacement.w_etfrifle.md2 - model that replaces the.w_disrupt.pcx - skin for the replacement.w_disrupt.md2 - model that replaces the.w_chainfist.pcx - skin for the Chainfist replacement.w_chainfist.md2 - model that replaces the Chainfist.If you want the VWep to support all the offical addons to Quake 2 you will need to also include: w_sshotgun.pcx - skin for the Super Shotgun replacement.w_sshotgun.md2 - model that replaces the Super Shotgun.w_shotgun.pcx - skin for the Shotgun replacement.w_shotgun.md2 - model that replaces the Shotgun.w_rlauncher.pcx - skin for the Rocket Launcher replacement.w_rlauncher.md2 - model that replaces the Rocket Launcher.w_railgun.pcx - skin for the Railgunreplacement.w_railgun.md2 - model that replaces the Railgun.w_machinegun.pcx - skin for the Machinegun replacement.w_machinegun.md2 - model that replaces the Machinegun.w_hyperblaster.pcx - skin for the Hyper Blaster replacement.w_hyperblaster.md2 - model that replaces the Hyper Blaster.w_glauncher.pcx - skin for the Gernade Launcher replacement.w_glauncher.md2 - model that replaces the Grenade Launcher.w_chaingun.pcx - skin for the Chaingun replacement.w_chaingun.md2 - model that replaces the Chaingun.w_blaster.pcx - skin for the Blaster replacement.w_blaster.md2 - model the replaces the Blaster.w_bfg.pcx - skin for the BFG replacement.w_bfg.md2 - model that replaces the BFG.md2's need to be animated like the default weapon.md2. You can just link to the skin textures in the pak0.pak archive by using NST.) All of the extra weapon. If you wanted to add VWep support you need to include the following files.(If you are using the original weapon models you do not need to include the skin (.pcx) files. (This file is never played as the default male drown1.wav is always played)? Sound effects can be added to your PPM by the files: skinName_i.pcx - contain the icon for the skin texture.Īdditional skin textures can be added by including including another skinName.pcx and skinName_i.pcx file.skinName.pcx - contains the skin texture.weapon.pcx - contains the texture for the weapon model.(Animation list can be found in the reference section) weapon.md2 - contains the player weapon and it's animations.tris.md2 - contains the player mesh and it's animations.wav contains the sound effects.Ĭertain files are needed for a model to work: Player models are stored in the baseq2/players/*modelName* directory.Ī player model consists of three types of files.md2 contains the mesh and vertex animations. If you are using an updated q2 engine the information might not be correct. The information here is written for vanilla quake 2. PPMs are plug-in player models/player plug-in models. Id software has a long history of cultivating end user modifiable content, but Quake 2 was the turning point, and of course the genesis for Polycount itself in its initial iteration as the Q2PMP. Released in 1997, Quake 2 (or Quake II) by Id Software was the first multiplayer game to natively support plug-in player models.
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