[Item] Propeller Hat

[Item] Propeller Hat

Postby John_III » 15 Feb 2013, 21:27

Here's a propeller hat as a character item. Hopefully I set it up correctly - I don't have any experience with character attachments.

Skin resized to 32x32
Cylinder now 8-faced

prop_hat_bone.iqm
(8.48 KiB) Downloaded 287 times

prop_hat_bone.blend
.blend
(563.31 KiB) Downloaded 283 times

skin32.jpg
skin32.jpg (4.38 KiB) Viewed 4721 times


I can add an animation to the .iqm itself if necessary.
Attachments
Screen shot 2013-02-15 at 10.39.59 PM.png
hat_render.jpg
Last edited by John_III on 16 Feb 2013, 04:54, edited 3 times in total.
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Re: [Item] Propeller Hat

Postby Julius » 15 Feb 2013, 22:48

Actually... are animations supported too? Or motion based physics? RE sooo needs to have a waving ponytail :D
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Re: [Item] Propeller Hat

Postby LuckyStrike-Rx » 16 Feb 2013, 01:17

The process would be to open a ticket :) Animation should be possible with an mdlspin line in the cfg.
Julius {l Wrote}:Actually... are animations supported too? Or motion based physics? RE sooo needs to have a waving ponytail :D

Everything is possible.
Well, actually, this is. Maybe just need for quin to add an animation tag.
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Re: [Item] Propeller Hat

Postby fawstoar » 16 Feb 2013, 02:12

Holy crap, someone needs to make a neckbeard. ASAP
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Re: [Item] Propeller Hat

Postby John_III » 16 Feb 2013, 04:55

Reduced the polygons of the central cylinder and resized the skin.

Hat is now also located at the origin.
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Re: [Item] Propeller Hat

Postby qreeves » 16 Feb 2013, 05:55

There are animation flags which get passed to the attachment, current options would be: mapmodel loop, weapon, or player.
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Re: [Item] Propeller Hat

Postby quintux_v » 18 Feb 2013, 02:12

For a hat, that doesn't look right... :think:
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