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  • Qrack and the Quake md3 player model

    I'm going to be borrowing Qrack's md3 support and adding it in a modified ZQuake I've been working on.

    I'm going to add some links to this thread like where to download the Quake md3 player model often used in ezQuake and how to use it with Qrack because I need to get it working in Qrack before I port the code.
    Quakeone.com - Being exactly one-half good and one-half evil has advantages. When a portal opens to the antimatter universe, my opposite is just me with a goatee.

    So while you guys all have to fight your anti-matter counterparts, me and my evil twin will be drinking a beer laughing at you guys ...

  • #2
    I was trying to update ezquake's md3 awhile ago, but then I got side tracked.
    Deleting all reference of the older md3 and replacing some VFS commands etc.. ugh... tedious
    www.quakeone.com/qrack | www.quakeone.com/cax| http://en.twitch.tv/sputnikutah

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    • #3
      Rook, do you know where do I get the model from? I'm having a hard time locating the right link.

      Originally posted by R00k View Post
      I was trying to update ezquake's md3 awhile ago, but then I got side tracked.
      Deleting all reference of the older md3 and replacing some VFS commands etc.. ugh... tedious
      TextPad5 has some relatively easy posix search and replace features.

      If you spend 30 minutes to figure it out, it can in the future save several hours in repetitive tasks like that multiple times to pay the time back.

      In October I finally hit a situation where so many search and replaces would be involved that messing with posix would easily be faster than wasting an entire day manually replacing.
      Quakeone.com - Being exactly one-half good and one-half evil has advantages. When a portal opens to the antimatter universe, my opposite is just me with a goatee.

      So while you guys all have to fight your anti-matter counterparts, me and my evil twin will be drinking a beer laughing at you guys ...

      Comment


      • #4
        It seems that this is the most recent version:

        Quake md3 player model

        /Thanks to vegetous retrieving this file
        Quakeone.com - Being exactly one-half good and one-half evil has advantages. When a portal opens to the antimatter universe, my opposite is just me with a goatee.

        So while you guys all have to fight your anti-matter counterparts, me and my evil twin will be drinking a beer laughing at you guys ...

        Comment


        • #5
          And to use it, although I couldn't get it to change colors, unzip this inside the qrack folder:

          download

          Set gl_loadq3models to 1 and reload the current map if needed and set chase_active to 1 to see the player.
          Quakeone.com - Being exactly one-half good and one-half evil has advantages. When a portal opens to the antimatter universe, my opposite is just me with a goatee.

          So while you guys all have to fight your anti-matter counterparts, me and my evil twin will be drinking a beer laughing at you guys ...

          Comment


          • #6
            I'm working on adding teamskins to md3. If you rename the player.md3 to player.mdl it will work also
            I'm looking as I thought i had the .max source to that model...


            Edit:
            Okay, I've gotten Moo's player model to display the skins properly in color!
            /progs/player.md3
            /textures/player_skin_pants.tga
            ............/player_skin_shirt.tga

            works perfectly! Now I wish all the animations were working
            Last edited by R00k; 02-02-2009, 09:37 PM.
            www.quakeone.com/qrack | www.quakeone.com/cax| http://en.twitch.tv/sputnikutah

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            • #7
              Hmmm.. appears the animations are working.

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              • #8
                Eh, not exactly. The axe animations are missing or just not aligned. If you watch a ctf game with that player you will see what i mean. Or just chase_active 1 and press attack with the axe out. It's all goofy except 1 sequence.

                I honestly think that since we have 24bit skin support in most clients that want them, the player model looks twice as good.
                In game with everything going on theres not much difference from the stock .mdl and a rigid md3 player model. Look at World of Warcraft. Most models are very low poly but the textures make up for them. Instead of all this 4000poly over the rainbow goal, why not persuade modelers to just wrench out some low poly models. Quake looks nice with some bells and whistles but at some point we have to say "...this is out of the scope of classic Quake one."
                Last edited by R00k; 02-04-2009, 09:23 PM.
                www.quakeone.com/qrack | www.quakeone.com/cax| http://en.twitch.tv/sputnikutah

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                • #9
                  Rook - good point. As fast paced that competitive Q1 games/mods can be, players are way too friggin' busy to admire the art in higher poly modeled assets. I can see the current ID1 player model possibly doubling/tripling it's current polycount to remove the most severe of the squareness of the model, but I think that's all it would need to pass off as a decent player model with good art.

                  ATM, Moo's player model runs extremely smooth on my comps in EZQuake, however, I can't help but imagine that a day may come when one of the Quake Engines may update to allow MD3's to "work" in dynamic lighting... and when that happens, I would expect many older comps to come to a crawl as the engine and video card attempt to render 10's of thousands of polys per frame in a game. Rather than Artists redoing the so-called "Low Poly" models again, it would be best to make the polycount "as low as visibly possible" on the first pass.

                  ... unless you think redoing animations are more fun the second time around.

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                  • #10
                    Dregs if you have 3dsmax can you check this out? Http://www.quakeone.com/qrack/quakeguy-hires.max I just cant convert it to md3

                    Anyways, Qrack has working MD3, even with vertex lighting, and tagged models, just not tagged vweapons yet.
                    www.quakeone.com/qrack | www.quakeone.com/cax| http://en.twitch.tv/sputnikutah

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                    • #11
                      Originally posted by R00k View Post
                      Dregs if you have 3dsmax can you check this out? Http://www.quakeone.com/qrack/quakeguy-hires.max I just cant convert it to md3
                      Looked at the file - eek - Max 9. The only conversion I know (at this time) is using ExportMD3 in Max8 (not supported in Max9).
                      I saw that the animations.pts file was missing - you have this file? Dunno if that is reusable down to Max8 (I'd be surprised if it did).

                      Anyway, I took the file you posted and bumped it down as an OBJ to Max8 and saved the max file as quakeguy-hiresMax8.max. I then made an MD3 using NPherno's MD3 Compiler to test the porting and it looked good.

                      Of course, there were no animation frames to use

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                      • #12
                        Oh, yes!

                        I think it was PlaguedMonketRat who made up the original Quakeguy in 3dsMax
                        I just ran it thru a mesh filter to add smoothness. But I know ZERO how to do anything in max And of course the texture is off at the seams now too

                        WAIT HOLD EVERYTHING! http://members.optusnet.com.au/~plag...s/quakeguy.rar
                        is the original file in max8. So, maybe you can use the mesh smoothing filter (i think i only used the VERY lowest value of 1 to get that to it's current state. I dont have max8 so...

                        Edit: oh check this thread out http://www.quakeworld.nu/forum/viewtopic.php?id=3566
                        Last edited by R00k; 02-06-2009, 10:02 AM.
                        www.quakeone.com/qrack | www.quakeone.com/cax| http://en.twitch.tv/sputnikutah

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                        • #13
                          screenshot

                          Here's a screenshot of the updated md3 support with teamskin support



                          Thanks to CrackDog for standing still so I could get the shot

                          www.quakeone.com/qrack | www.quakeone.com/cax| http://en.twitch.tv/sputnikutah

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                          • #14
                            give him the ranger face


                            PLAY QUAKE DODGEBALL!

                            http://www.moddb.com/mods/quake-dodgeball

                            Trickle's VWeps

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                            • #15
                              Originally posted by LockNLoad View Post
                              give him the ranger face

                              Yea the model looks great! but I'd have to put a bag over its head just to play!

                              This ones coyote ugly.
                              QuakeOne.com
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                              QuakeOne.com/qrack
                              Great Quake engine

                              Qrack 1.60.1 Ubuntu Guide
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