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  • Grunt using Moo's player model

    Moo or M00 released a player model awhile back that worked well except was missing one axe animation which resulted in the model being bugged. Since he hasn't released the source at all for his model. It's impossible to complete it without having to completely reanimate the model.
    Well figured I would put this great model to use and make it into the Grunt
    Since the model itself is done (mesh - not animation) I am doing the skin first.
    I was also using this model for my abandoned "Wrack" found here:
    http://quakeone.com/forums/quake-mod...oos-model.html

    The mesh I am using:
    http://www.quakeone.com/qrack/qrack998.jpg
    http://quakeone.com/attachments/foru...ack-screen.jpg (one shot of my Wrack)
    http://img704.imageshack.us/img704/8551/zeus000001.jpg (updated shot of my Wrack)

    Since the Grunt (in my opinion) is basically just a zombie-ish version of the player - most of the skin work is already done. It's editing the skin parts of the texture and making him bloody - then animating.
    I just started tonight so won't be done for a bit especially with Christmas coming up and how well I do things (I usually send Seven my content to test and he gives feedback and once we are both satisfied I release )

    Meanwhile I did finish the face of this guy. It CAN be completely redone - keep in mind.



    Sadly the start of this project has already had some bumps. The pspfile (Paint Shop Pro 7) which had the image saved with all my layers is lost. Thankfully I saved the image above to make this preview thread in advance - so I can just paste it back to where it was - sadly with some jpg compression quality loss but not really noticable



    UPDATE

    ANIMATED TEST
    Originally posted by ooppee View Post
    Download ooppee-moo-grunt-test3.pk3 from Sendspace.com - send big files the easy way

    Test 3

    Sent a earlier test off to Seven for feedback - tweaked them best I can. Some skin work and animations.
    Firing animation completely redone - he holds it closer to his body. Walk and run animations tweaked a bit. Not sure if I can 100% fix the "slide" issue (not really as noticeable now). Issue is the model actually slides forward on a single frame instead of multiple (looks that way). So I lined that slide up to where the "push" with the back leg happens (as that's when we move forward).
    Two tone armor is back (didn't upload right skin last time - oops)
    also HEAD GIB is included too.
    Attached Files
    Last edited by LambentHammerBurst; 12-26-2010, 11:33 PM.

  • #2
    Update:

    (This image is more updated than one above)

    (Latest update - 1:40pm)

    Feedback for improvements or any ideas?
    I do intend on doing 2 versions. 1 version of him holding the Singlebarrel Shotgun and the other being the more classic "Generic Blaster" model.
    Attached Files
    Last edited by LambentHammerBurst; 12-20-2010, 12:38 PM.

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    • #3
      Last update for the day. Think it could be animating time.

      Shotgun - by Ruohis

      Attached Files
      Last edited by LambentHammerBurst; 12-20-2010, 06:31 PM.

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      • #4
        cool stuff i will have to download it. Ive been playing with the player skins myself i may upload some later.

        Comment


        • #5
          Well he will work great for a player skin
          The project is to replace the grunt in Q1 SP. Animating him to get that same feeling is where the difficulty could be.

          Comment


          • #6
            ACTUALLY...

            I have converted his .md3 model to .mdl using noesis then just copied his 1 axe frame over to the other missing ones. I should then port back to .md3. But you can do this in 5 minutes yourself
            www.quakeone.com/qrack | www.quakeone.com/cax| http://en.twitch.tv/sputnikutah

            Comment


            • #7
              Very true on that
              I've been looking for a way to add animations to the model while keeping the old. However can't find a program which allows it (well have - but when you import the new frames they are bugged to hell)

              Comment


              • #8
                Hello ooppee,

                I am not sure if you mean this, but I had a very similar positive experience like R00k had:

                Ruohis Supershotgun model is a .md3 file with animations (the one I sent you for the Lava SSG).
                I used Qwalk to convert it to .mdl.
                Qwalk converted it to .mdl including ALL animations/model positions.
                So I could easily use QME and modify the animations (or adding).
                Then convert it back to .md3.

                Suprisingly I was not lucky like R00k. Noesis didnt convert the animations to .mdl.


                So you should try both: Noesis and Qwalk and see which one work for you.
                Maybe this helps to gain your target.

                I am very curious to see your final result with this model.

                Best wishes,
                Seven

                Comment


                • #9
                  Sadly Qwalk can't be used - uses 2 textures.
                  Thanks for the info - might be converting the mesh to be a fully functional player model.

                  This won't be using the default animations of a player but will rather be completely reanimated to walk similar to the orig grunt.

                  Comment


                  • #10
                    Hello my friend,

                    Maybe some of your problems can be answered by simply reading or posting:
                    - Qwalk related: here
                    - Noesis related: here

                    Kind Regards,
                    Seven

                    Comment


                    • #11
                      Have to say this project is jinx'd. Had my second pspfile corruption - thankfully that was only on the gloss texture (which is easy to remake if needed) and our dog chewed through our VGA cable which stopped work for awhile lol


                      Imageshack - updatedec22.jpg (if image isn't working)

                      Not animated or anything but he's ingame working with gloss and normal maps.
                      Now onto rigging and animating.

                      Comment


                      • #12
                        You wouldn't happen to have a link to that enforcer would you? I saw it (and loved it) in generations arena but i had no idea there was a Q1 version.

                        Comment


                        • #13
                          Sadly I cannot release it. I ported it from Generations + Doom 3. I took Tabun's enforcer and merged it with "Bernie" (Chainsaw Zombie) from Doom 3 - uses Bernie's Face under the helmet and his arms.
                          Last edited by LambentHammerBurst; 12-22-2010, 05:08 PM.

                          Comment


                          • #14
                            Here's a "Test" version for those who want.
                            Only has one animation (idle) which still needs to be tweaked. I gotta adjust the head movement - he is headbanging right now lol
                            He also has glowing eyes which may be removed in final version. Other changes not shown previously is a new normal and gloss map and he now has "2 tone" armor like the original grunt (2 colors on the armor instead of one)

                            Download removed - Updated - see my posts below or check first post.

                            Please note the screenshot below is WITHOUT animation. The download has a untweaked idle animation.
                            Attached Files
                            Last edited by LambentHammerBurst; 12-26-2010, 03:34 PM.

                            Comment


                            • #15
                              Originally posted by ooppee View Post
                              ...
                              Feedback for improvements or any ideas?
                              I do intend on doing 2 versions. 1 version of him holding the Singlebarrel Shotgun and the other being the more classic "Generic Blaster" model.
                              Personally I always liked the concept of painskins as, to me at least, it seemed to add a little bit of much needed realism to the game. Quake 1 Painkeep did this quite well for it's time, but it would be nice to see talented artists such as yourself and Engineers such as Rook/Baker/MH build this in to engines as an option (something like cl_painskins 1?).

                              Thanks for putting the time in to the Skin, it's looking really promising. Keep up the good work.

                              Kind regards

                              Monty
                              Last edited by Mr.Burns; 12-24-2010, 01:45 AM.
                              Mr.Burns
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