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 Post subject: Re: Updates to CQB_DIM
PostPosted: Fri May 30, 2014 6:21 pm 
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Sharp Shooter
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Joined: Fri Jul 26, 2013 11:05 pm
Posts: 31
"vest / backpack"
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 Post subject: Re: Updates to CQB_DIM
PostPosted: Fri May 30, 2014 7:10 pm 
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Master
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Joined: Fri Sep 29, 2006 1:13 pm
Posts: 262
Location: Slovenia
lolrivaLL wrote:
Haraldzz agree with you. Urban maps.
Maps of open countryside mountains or hills I agree backpack.

1. Standard urban Police use (vest)
2. Guerrilla field use (backpack)

In my country the standard "urban police" wearing camouflage grayscale (asphalt):
http://www.aen.pr.gov.br/modules/galeri ... 39/269.jpg

Just my opinion ...


U are Brazillian ? BOPE is brazillian.

Good job for update :)
And no soldier or spec ops in combat use this huge backpack. ( i mean ingame pic)


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 Post subject: Re: Updates to CQB_DIM
PostPosted: Mon Jun 23, 2014 7:00 pm 
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Sharp Shooter
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Joined: Fri Oct 18, 2013 7:00 pm
Posts: 72
https://www.youtube.com/watch?v=xVxakGfYzMg&feature=youtu.be

A little update to my gunsounds mod. MP5 needs a bit more "punch".

Still WIP :roll:


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 Post subject: Re: Updates to CQB_DIM
PostPosted: Tue Jul 22, 2014 11:50 am 
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Expert
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Joined: Fri Oct 18, 2013 12:28 pm
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Location: Poland
Some fixes/updates of specops [not finally, concepts]

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 Post subject: Re: Updates to CQB_DIM
PostPosted: Tue Jul 22, 2014 7:48 pm 
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Master
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Joined: Fri Jun 12, 2009 4:01 pm
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Great stuff!


I made a template for the default player model torso for modeling tactical accessories like vests, pouches and so on but encountered a problem.
Static md3 models do not animate with the player model (obviously) so when in some poses like crouching + leaning, the vest would appear as if it was sinking into the body in one place and floating above the other.
Perhaps I was attaching the md3 to the wrong _tag? Or do you have the same problem.

One criticism would be non-consistent texture resolutions, the default player skins really need a touch up. Some AF on the screen shots would be nice too. ;)

My biggest concern however is the origin of the models. There are plenty of free to use sources and if you're not creating the content yourself, I at least hope you're using those.


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 Post subject: Re: Updates to CQB_DIM
PostPosted: Tue Jul 22, 2014 9:53 pm 
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Expert
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Joined: Fri Oct 18, 2013 12:28 pm
Posts: 160
Location: Poland
Yo Damien.
Yes, i have the same problems with static md3 added via tags. There is no way to make a correct md3 [vests, acc, blah blah,] as you say. Only one way is creating new player model. Marze3d promised me some body's mdm ready to go and edit in tc/cqb so at this moment, if i have free time, i learn to create textures and i compile some models from internet [mainly facepunch and gamebanana] to check how looks modern high poly models in cqb. It is a very nice to see some [for example] bf4 and MOHW weapons models scaled and compiled to q3 requirements. It's a good time eater. I think we need good models, no matter where from it comes. Cqb is not a commercial product, from gamers to gamers so what more can i say about it :)
I know u have skills in modeling,texturing mapping so You should be more active than me for example. I've made some terro skins using your pants and shoes :P
I hope is not a totally crap hehe.
Check below

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