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  • #46
    Great!
    Thank you Ruohis.

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    • #47
      Hello Ruohis,

      I am sorry for offtopic, but I would like to mention this issue, so that you know it.
      All your g_weapons do not spin.
      You forgot to add flag "8" to them, to let them spin.

      Thank you again.
      Seven

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      • #48
        Good, thanks, was wondering about that
        I'll se what i can do about that

        Edit: been a while since I'we worked with the g_models, I know where to do this on a mdl file but these are md3 files, how do I go by adding rotation to those? I remember having similar issues years ago but don't remember how I solved it.. do I need to convert all models to conventional mdl? (to clarify, all the models are md3 witch is only renamed to mdl)

        Edit 2: I thought things like item rotation, smoke/blood trails had already been coded in the engine somehow.. why is it that all programs that supposedly converts to mdl mess up the texture mapping or something else in the model...

        Edit 3: I hate that Quick3D is the best solution... seriously, why couldn't they fix the texture inversion issue, I e-mailed them in 2008 regarding this
        Last edited by Ruohis; 08-19-2012, 05:14 PM.
        ::Ruohis.com :: Total Remodeling Progress :: Monster Remodelling Project :: New Player Model ::

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        • #49
          Originally posted by Ruohis View Post
          Edit: been a while since I'we worked with the g_models, I know where to do this on a mdl file but these are md3 files, how do I go by adding rotation to those? I remember having similar issues years ago but don't remember how I solved it.. do I need to convert all models to conventional mdl? (to clarify, all the models are md3 witch is only renamed to mdl)
          Some of the engines have "hacks" to make md3 models with the expected naming spin (I'm thinking this is EZQuake, JoeQuake, Qrack). DarkPlaces, I think has some other method.

          I can't remember what it is at the moment. Someone who knows will surely post, I have too much information in my head on too many topics and can't all fit at the same time on many occasions.

          Edit 3: I hate that Quick3D is the best solution... seriously, why couldn't they fix the texture inversion issue, I e-mailed them in 2008 regarding this
          Use Noesis! Seor Casaroja's Engineering Oasis

          It was made by someone who originated in the Quake community. I would say his name, but he doesn't say it on his website so I won't. But he wrote engine tutorials and such maybe 10 years ago and made a total conversion Quakeworld engine mod with some alternate map format maybe 5 years ago and such.

          Neosis is free and this gentleman knows his Quake formats. And apparently a metric ton of other ones too.
          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 ...

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          • #50
            Big thanks Baker!

            Not only is Noesis simple but it's very effective, and it does all the things right!

            Edit: Batch processing <3
            Last edited by Ruohis; 08-20-2012, 02:19 AM.
            ::Ruohis.com :: Total Remodeling Progress :: Monster Remodelling Project :: New Player Model ::

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            • #51
              Originally posted by Baker
              Some of the engines have "hacks" to make md3 models with the expected naming spin (I'm thinking this is EZQuake, JoeQuake, Qrack). DarkPlaces, I think has some other method.
              nope

              Originally posted by LordHavoc
              you can replace a model with exactly the same file name (including file extension), so for example an md3 player model has to be renamed progs/player.mdl, and a small box of shells in md3 format has to be renamed maps/b_shell0.bsp
              Source: replacing content in darkplaces
              Last edited by MadGypsy; 08-20-2012, 03:25 AM.
              http://www.nextgenquake.com

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              • #52
                Originally posted by MadGypsy View Post
                nope
                We are discussing how to make sure an MD3 models gets the correct "flags" like the "rotation" flag and the trails flags.

                These flags don't exist in the MD3 format. In, say, JoeQuake the engine will add the flags like EF_ROTATE to a g_rock2.mdl (that is really an MD3).

                Originally posted by Seven
                All your g_weapons do not spin.
                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


                • #53
                  ooooh..I misunderstood. I don't know how to do that, but I can find out. Be back in a few minutes with an answer or a fail (in the form of an edit).

                  Edit (6 minutes): Maybe this will help you

                  md3 model tool and makesp2 build 20070412 modeltool is useful for renaming shaders within an md3 model, and changing the flags value to add trail flags like 1 for rocket, 2 for grenade, 4 for gib, 8 for rotating pickup item, etc - for more flags search for EF_ROCKET in protocol.h and read the other values, makesp2 makes a quake2 .sp2 sprite file (which does not include images) given commandline options (does not access the images, the dimensions can be completely different)
                  Last edited by MadGypsy; 08-20-2012, 05:13 AM.
                  http://www.nextgenquake.com

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                  • #54
                    Ok, Noesis seems to mess up texture mapping in half of my models... will try a few tricks and see what happens...

                    MadGypsy, thanks, this works well with FTEQW and DarkPlaces... since the md3 is renamed to mdl ezQuake now seems to think of this as mdl and the models don't spin.. if I rename it to md3 then it works in ezQuake... this is why someone has invented standards it seems...

                    Edit: Would be really nice if i could make one pk3 file that works for most engines, without having duplicate files all over the place.. (it's actually what I did with the armor model )
                    ::Ruohis.com :: Total Remodeling Progress :: Monster Remodelling Project :: New Player Model ::

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                    • #55
                      There has to be a way to standardize this stuff. What if you just released specific versions? This way a user could download the version for their engine. Maybe, you could just not worry about it and tell people (ex) "If you use engineName then you must rename the model to appropriateModelName".

                      I know that you want people to be able to just drop-and-go, but sometimes it's just not possible or it takes multiple versions.

                      EDIT: Ya know I was thinking about this. This seems like it could easily be handled in QC with an array and a loop that handles all precaches. The gist would be that you put the filename into a process and then a loop traverses an array of filetypes and appends it to the filename. It then attempts to precache it. If the name.type does not exist it tries again with the next type until it hits a "success". The trick would be figuring out how to isolate the error in each engine. This would also probably entail checking for the engine type with a switch/case before the loop even begins and setting some flag (like IS_DP), followed by conditional statements within the loop that isolate the proper error for the currently used engine.

                      Assuming that this would work at all, it would eliminate anymore bullshit with non standardized model replacement formats across engines. The only drawback would be that someone would need to have the upgraded QC for the standardization to take place.

                      Edit 2: OK I realized a problem with this, well it's only a problem because I wasn't specific. Make .mdl the last filetype it looks for. This way it is searching for replacement content first. Another drawback though is arrays are kinda slow in QC, so this may increase load times, I have no clue how noticeable it would be.
                      Last edited by MadGypsy; 08-20-2012, 06:44 AM.
                      http://www.nextgenquake.com

                      Comment


                      • #56
                        Originally posted by MadGypsy View Post
                        There has to be a way to standardize this stuff. What if you just released specific versions? This way a user could download the version for their engine. Maybe, you could just not worry about it and tell people (ex) "If you use engineName then you must rename the model to appropriateModelName".
                        Having multiple versions would be ok, but since high detail models and high resolution textures are quite large files, and with all the norm, gloss, luma maps etc... well I just don't have the webspace to have multiple copies of everything.

                        regarding the armor (just as an example for compatibility)... ezQuake has support for .link file so you can use the the same texture file for many objects. but this i found lacking when i was trying to get it to load a texture from a different folder id/textures -> id/progs. this was an issue since the armor was converted to an actual mdl in order to get all the 3 textures to work in some engine, but in another engine you could use the md3 and just name the textures *_0, *_1 and *_2... one has to be an expert on texture and model support for all the engines...

                        Edit: I have almost no experience in QC...

                        Edit 2: Well that does make a difference but imo the easiest way would be to have one pk3 file with all my crap... and just name the different paks according to the engines, would make it almost idiot proof and if someone want's to split up the packs and use bits and pieces from here and there they might as well figure it out on their own

                        Edit 3: Reuploading the item, projectile, powerup and g_model packs, they are now DP and FTE compatible... and also added gib trail to h_player... minor detail but those minor details are importaint to me, oh... and I also added the hellknight orange trail to the laser... I have always found a flying painted block of wood a bit weird...
                        Last edited by Ruohis; 08-20-2012, 07:06 AM.
                        ::Ruohis.com :: Total Remodeling Progress :: Monster Remodelling Project :: New Player Model ::

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                        • #57
                          read my edits..

                          EDIT: @webspace - I have unlimited webspace on a fast server and I have been working on a little simple upload page for Seven (Seven does not know this). Maybe I should make it to where all of you contributors have a place to upload your content. My bandwidth and space has no limit. Actually I have a ton of these servers. I have so many clients (website wise) that have mega packages for sites that are essentially bullshit (in comparison to their package). I maintain everything. I could use some offset chunk of ALL of their servers and they would never know (or probably even care for that matter). Currently I use merrychristmasusa.org cause the entire site and idea was an epic failure from the beginning and has been all but completely abandoned.
                          Last edited by MadGypsy; 08-20-2012, 07:58 AM.
                          http://www.nextgenquake.com

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                          • #58
                            Originally posted by Ruohis View Post
                            well I just don't have the webspace to have multiple copies of everything.
                            Quaketastic.com

                            Upload password = ilovetheshubhub

                            Anything less than 100 MB should upload fine.

                            [Site used to be Spirit's Shubhub. Hosted by Willem @ Func_Msgboard. Site has been around 4 years, although uploading things to 2 or 3 places eventually is always best]
                            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


                            • #59
                              Maybe I will take a poke at my idea. The only problem is a few engines don't work on my machine (or I can't seem to make them). If I can get it to work in DP (hopefully) it is just a matter of telling people the info I need from the other engines. I need to go find one of my other posts, there was info in there on how to determine an engine. I believe this is where to start.

                              a) determine the engine
                              b) invent a try/catch within a loop

                              I need to go look at the fteqcc docs again, maybe there is a try/catch in there. I'm thinking "no" though.
                              http://www.nextgenquake.com

                              Comment


                              • #60
                                Originally posted by Ruohis View Post
                                Having multiple versions would be ok, but since high detail models and high resolution textures are quite large files, and with all the norm, gloss, luma maps etc... well I just don't have the webspace to have multiple copies of everything.

                                regarding the armor (just as an example for compatibility)...
                                ... one has to be an expert on texture and model support for all the engines...
                                Hello Ruohis,

                                Unfortunately this issue has been an issue for many modders since many years.
                                I myself had once the courage to ask the engine devs if it would be possible to introduce standards.
                                Most of them answered my request very kindly and opened my eyes towards this subject.
                                Please read from this post onwards (the next couple of very interesting posts of engine devs) to learn the root cause for this issue: click


                                Originally posted by Baker View Post
                                Quaketastic.com

                                Upload password = ilovetheshubhub

                                Anything less than 100 MB should upload fine.
                                It even has a limit of 150 MB.
                                Which should be enough for most mods/files.


                                Originally posted by MadGypsy View Post
                                ... how to determine an engine. I believe this is where to start.

                                a) determine the engine
                                b) invent a try/catch within a loop
                                If you want to know engine�s specific features (like dpextension�s):
                                //checkextension function
                                //idea: expected by almost everyone
                                //darkplaces implementation: LordHavoc
                                float(string s) checkextension = #99;
                                //description:
                                //check if (cvar("pr_checkextension")) before calling this, this is the only
                                //guaranteed extension to be present in the extension system, it allows you
                                //to check if an extension is available, by name, to check for an extension
                                //use code like this:
                                //// (it is recommended this code be placed in worldspawn or a worldspawn called function somewhere)
                                //if (cvar("pr_checkextension"))
                                //if (checkextension("DP_SV_SETCOLOR"))
                                // ext_setcolor = TRUE;
                                //from then on you can check ext_setcolor to know if that extension is available

                                Woow, this thread has become a little offtopic.
                                I am sorry Ruohis.

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