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  • #31
    i can't find that many things with the player model that need fixing... so let's give it one week of intense bugchecking, so please post everything here, and make sure you have the newest model (link in first post), then i'll clean up the model, finetune the texture and export it one final time and we will have a new player model
    ::Ruohis.com :: Total Remodeling Progress :: Monster Remodelling Project :: New Player Model ::

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    • #32
      will it work in DirectQ,and how?
      Want to get into playing Quake again? Click here for the Multiplayer-Startup kit! laissez bon temps rouler!

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      • #33
        Originally posted by Mindf!3ldzX View Post
        will it work in DirectQ,and how?
        Downloaded DirectQ, it doesn't have md3 support right? making a mdl version would have twice the normal maximum polygons... unless the engine goes around this issue?

        Also when filling my quake folder with engines (DP, FTE, EZ), the model seems to work with all, but when i was playing around with DPs chasecam I noticed one thing that I was thinking about but seem to have forgotten... It's not a big issue but I think it's worth fixing..

        as you may notice the rocket trail, shaft sparks and nails don't align with the multigun... the only one that doesn't matter is the shotgun.. but that might be worth fixing since there are many modded weapons with trails in those two slots..

        Also regarding DP (and other engiens), could someone help me a bit...
        I want to make one pak file that can be used by all the engines, there are some engines that use (if i remember correctly) some kind of link file, that is in the actual directory where the file is being read but links to a file in another place (for example dp want's textures in textures folder, ezquake in same folder as models)... now that i'm writing this i'm wondering if the directory could be written in the actual model... for example ../textures/player.png
        have to give it a try and if so the last few lines have been pointless
        anyway, other issues would be what file formats are supported, I noticed I have to rename md3 to mdl for darkplaces... also what texture formats are best supported... what are the texture names for different normal, gloss.. textures etc...
        In a nutshell. What is the best way to make a pak that works for the most commonly used engines, and btw.. witch are theese engines besides dp, ez and fte..?

        Edit: noticed this weapon trail positioning was an issue also with the original player model, but i think it would still be a nice thing to get fixed
        Last edited by Ruohis; 08-16-2012, 05:37 AM.
        ::Ruohis.com :: Total Remodeling Progress :: Monster Remodelling Project :: New Player Model ::

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        • #34
          Sadly takes up much RAM as it loads up multiple versions of the player model. One holding Axe, one holding shotgun, one holding super shotgun, one holding nailgun ect
          Then use skingroups to reskin the multi weapons for the expansions (nailgun/lava nailgun).
          You don't have to do all of this in darkplaces. You could easily have him holding whatever you want and simply switch the weapon (not the entire model).

          dpextensions.qc
          Code:
          //DP_GFX_QUAKE3MODELTAGS
          //idea: id Software
          //darkplaces implementation: LordHavoc
          //field definitions:
          .entity tag_entity; // entity this is attached to (call setattachment to set this)
          .float tag_index; // which tag on that entity (0 is relative to the entity, > 0 is an index into the tags on the model if it has any) (call setattachment to set this)
          //builtin definitions:
          void(entity e, entity tagentity, string tagname) setattachment = #443; // attachs e to a tag on tagentity (note: use "" to attach to entity origin/angles instead of a tag)
          //description:
          //allows entities to be visually attached to model tags (which follow animations perfectly) on other entities, for example attaching a weapon to a player's hand, or upper body attached to lower body, allowing it to change angles and frame separately (note: origin and angles are relative to the tag, use '0 0 0' for both if you want it to follow exactly, this is similar to viewmodelforclient's behavior).
          //note 2: if the tag is not found, it defaults to "" (attach to origin/angles of entity)
          //note 3: attaching to world turns off attachment
          //note 4: the entity that this is attached to must be visible for this to work
          //note 5: if an entity is attached to the player entity it will not be drawn in first person.
          http://www.nextgenquake.com

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          • #35
            would this make the only visible weapon the one in the hand. for example if you change from rl to axe would the rl be on the back or would it disappear, and vice versa if you use any other weapon than the axe, would the axe be on the back?

            Edit: or am I going to model a portable gunrack that can be mounted on the back?

            Edit 2: a 5min fix did the charm.. does this make the shift between different poses weird when firing the weapon. i only moved the model in those frames where the attack animations are, the rest of the animation is as it was, witch is almost the same as the original. give it a try and give me your thoughts... it looks good in 3rd person view but i don't know how it looks in multiplayer when viewing other players...
            Last edited by Ruohis; 08-16-2012, 04:34 PM.
            ::Ruohis.com :: Total Remodeling Progress :: Monster Remodelling Project :: New Player Model ::

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            • #36
              www.ruohis.com/stuff/player.zip
              Newest test version!
              Also exported one for people who want to start experimenting with vweapons!!!

              http://www.ruohis.com/stuff/player_vweps.zip All weapons with the exception of the regular shotgun are included... need to model a shotgun first...
              ::Ruohis.com :: Total Remodeling Progress :: Monster Remodelling Project :: New Player Model ::

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              • #37
                Looking sweet!

                Erm.... is that Terri Hatcher?

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                • #38
                  Originally posted by Tea Monster View Post
                  Looking sweet!

                  Erm.... is that Terri Hatcher?
                  Yes,the other is Christy Brinkley
                  WARNING
                  May be too intense for some viewers.
                  Stress Relief Device
                  ....BANG HEAD HERE....
                  ---------------------------
                  .
                  .
                  .
                  .
                  .--------------------------

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                  • #39
                    Release date set for this sunday!

                    I'm tired of tweaking... can't find anything more wrong with the model, only thing i can think of is the idle animation witch could be a bit more smooth even fixed the texture mapping a bit (a few weird spots and the pants where mapped quite badly, and the face now fits the model better, nose and eyes are where they should on the model..) removed a few extra vertices and tweaked the texture.. and not sure about the leg movement on the axe swings, it's the same as the original but it looks a bit weird, or then it's just me looking for unnecessary perfection unless anyone has anything to say now are the final 2-3 days to say something, because on sunday I'we decided to release a completed player model. After that it's pointless to complain, this thread has been here a while now and only a few have lend their helping hand! Big thanks to them!

                    I'we looked at it long enough in lan games with my self and shot every possible weapon in every possible direction and jumped around, strafed, walked died, died again got shot got stabbed etc...

                    Edit: Btw, can this thread be moved to the completed part or should i start a new one? actually i could have one new thread there where i would post all completed models. too many threads?

                    Edit 2: Thank you
                    Last edited by Ruohis; 08-17-2012, 05:29 AM.
                    ::Ruohis.com :: Total Remodeling Progress :: Monster Remodelling Project :: New Player Model ::

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                    • #40
                      Can't wait for ir Ruohis!!

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                      • #41
                        Here he is! The Quake Ranger! Enjoy!


                        http://www.ruohis.com/models/player/ruohis_player.zip
                        This is a simple pk3 file you put in your id1 directory in your quake folder, tested with darkplaces and fteqw.
                        Works with ezquake, but you have to open the pk3 file and move the textures from the textures folder to the progs folder.
                        Gloss and normal maps are included in this pack!

                        Here is also a set of templates for all textures so it will be easier to create new textures
                        axe_template.zip
                        multigun_template.zip
                        muzzleflash_template.zip
                        player_template.zip
                        player.psd.zip (Full .psd texture!)
                        h_player_template.zip

                        For those of you who are interested in the w_weapons! (The multigun is also included as a separate model)
                        This pack does not contain gloss or normal maps!

                        http://www.ruohis.com/models/player/...r_w_models.zip
                        Those who know how to implement these models, post here so that everyone who want can use them!

                        If someone want's to use the multigun as a g_model for some mod or anything else, feel free to do so

                        http://www.ruohis.com/stuff/multigun_g_model.zip

                        If you find something minor that needs fixing... well you had almost two weeks to do testing and give feedback...
                        If you find something huge, well... that i might try to fix

                        Now to play some dm, then some much deserved sleep, good night

                        Edit: Also updating my website! I'll upload the files once I'we compiled nice pk3 files of all my items
                        Last edited by Ruohis; 08-19-2012, 07:05 AM.
                        ::Ruohis.com :: Total Remodeling Progress :: Monster Remodelling Project :: New Player Model ::

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                        • #42
                          AWESOME!!!!
                          I also found an old mod that incorporates v_wep models so you can see what the enemy is carrying,but had no time to test yet.For the MD3's, I just drop them in my Qrack progs folder
                          and they work.The only thing I saw wrong with the player is the axe when on his back was a bit big,but I can fix that myself and you did not intentionally mod for Qrack anyway so it is a non issue.
                          Thank you soooooo much!......
                          WARNING
                          May be too intense for some viewers.
                          Stress Relief Device
                          ....BANG HEAD HERE....
                          ---------------------------
                          .
                          .
                          .
                          .
                          .--------------------------

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                          • #43
                            Thanks ruohis!!

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                            • #44
                              I'm glad you like it

                              Here's a bonus, seven said that many models seem to have been lost during the years... well I uploaded them all again here: :: Ruohis.com - Models ::

                              Enjoy
                              ::Ruohis.com :: Total Remodeling Progress :: Monster Remodelling Project :: New Player Model ::

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                              • #45
                                Hello Ruohis,

                                I was like this when I read you last post about reuploading your complete model-set:


                                After clicking your link I was more than happy about what I saw:


                                Of course I grabbed as much as possible:



                                I found some never before seen models in "projectiles" and "items", that make me:



                                Thank you for making our Quake even more beautiful, Ruohis:


                                Best regards,
                                Seven

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