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I would just scale the upper torso up a bit to give him that buff look, not just bulk. the new one almost looks like a hippy female.
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http://www.ruohis.com/stuff/soldier.zip
The weapon is still very porly animated, just figured it would look stupid without it... I decided I'll make one version with a shotgun and one with the multigun.
Btw, can anybody help with the textures? i think the original is supposed to be a ghoulish like zombiegrunt or something, now it just looks like a blood and dirt covered ranger..
and regarding the previous posts... this is the enforcer since there where no more comments... scaled up the upper body and shoulder pads, then i made him taller than the player and grunt... and i'm happy with it...
and the enforcer looks a bit better too. although its kinda hard to see with the grunt texture on it, would be a lot better to see with enforcer texture on it
EDIT: just tried the grunt, and it looks awesomes, i love it. except for what you said about the gun being a bit weird its great.
the texture is great, and the animations all are superb quality
only thing is the idle animation, try working a bit on it. its supposed to be like heavy breathing
I think the bulkiness of the original enforcer is just due to the really oversized slightly triangular body armour (edit: and the really large square backpack, like on a space suit).
The head on yours looks too small compared to the rest of his body - common problem on monster models. Also the connection of his upper arms to the torso seems a little strange; there isn't normally so much space between the arm and the torso.
and the enforcer looks a bit better too. although its kinda hard to see with the grunt texture on it, would be a lot better to see with enforcer texture on it
EDIT: just tried the grunt, and it looks awesomes, i love it. except for what you said about the gun being a bit weird its great.
the texture is great, and the animations all are superb quality
only thing is the idle animation, try working a bit on it. its supposed to be like heavy breathing
the enforcer texture, well even the original is very similar to the grunt, i gave it a similar color shade but any more detail is a bit extra work for me with all the animating.. if someone has the skills send me a msg and i'll send you the skin and model to work on
and yeah the grunt turned out good, been playing e1m1 and e4m1 many times the past hour have to check out the idle animation, now that you mentioned it, it does seem a bit too idle
a few questions that arose when i was browsing the forums...
what exactly is the orge firing? yes it is grenades but is it some homemade pipelauncher or is it the grenade-launcher, when i first played quake i thought it was a hammer
now that i was looking at some high resolution textures i had an idea...
isn't it cute
and as for the chainsaw, hand held or would evil dead style hand mounted chainsaw be a bit too much?
what exactly is the orge firing? yes it is grenades but is it some homemade pipelauncher or is it the grenade-launcher, when i first played quake i thought it was a hammer
now that i was looking at some high resolution textures i had an idea...
I still think that it is a grenade-spitting-hammer when I play today
But your idea shown on the screen is absolutely perfect.
That is how his ogre-grenade-launcher sould look like. Not too big.
and as for the chainsaw, hand held or would evil dead style hand mounted chainsaw be a bit too much?
If you look very close to the original ID1 model (like 8 pixels covered your full monitor ), you will see that he realy has some kind of 'fingers' and holds the chainsaw in his "hand".
So you should not make a implant, hehe.
Even though the idea is funny.
for the chainsaw... totally held in hand, not evil dead-style attached to arm, thats lame.
about the thingamjig the ogre is firing with... i really dont know, some kinda magic thingamajig?
i never really got wtf it was supposed to be.
but that model looks nice, i like that grenade firing thingy
even though personally i think it would be way nicer if you got completely rid of that thingy,
and instead give the ogre a sack of grenades, and make it look like he's throwing them
i personally always thought it looked totally weird that he seemed to fire grenades from some kinda weird thingamajig which was even smaller then the grenade itself
The multi weapon looks good but there are some small bugs left in the
Player model rotates over when looking down with no bend of waist or head making it appear to lay down on the floor and swim.
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i noticed an oddity about your grunt model. when the grunt is walking or shooting or running the model is between 10 and 20% bigger compared to when he's just standing idle
its most noticable when he's walking, he suddenly seems a giant compared to when he's standing idle
the idle pose is when the model is the right size. the other animations all seem to have the grunt to big
i noticed an oddity about your grunt model. when the grunt is walking or shooting or running the model is between 10 and 20% bigger compared to when he's just standing idle
its most noticable when he's walking, he suddenly seems a giant compared to when he's standing idle
the idle pose is when the model is the right size. the other animations all seem to have the grunt to big
now that is weird since the model is exactly the same size in every frame...
btw, uploaded new version where the weapon should animate properly, with some minor finetuneing remaining same link new file
The multi weapon looks good but there are some small bugs left in the
Player model rotates over when looking down with no bend of waist or head making it appear to lay down on the floor and swim.
hmm... there must be some way the engine knows witch part of the model to twist when looking up/down... how does this work with moos model? need to look in to this... my first idea would be to just physically cut the model in two and see if that would help..
Edit: heh, i'we read somewhere that in quake swiming = running, seems we just solved that issue
Edit 2: I'm not sure if i'm noticing a minor increase in size when playing with ezquake, in ftequake i don't see any change... could this be a engine issue?
Edit 3: Found one problem, the different animations are not in the same height, for example the run animation is running in the air, a quick fix and we will see if that helps
Edit 4:http://www.ruohis.com/stuff/soldier2.zip, did a quick fix, don't know if it helps, try it and tell us what happened... and dubble checked the model, each frame has a same size model...
Edit 5: I tried to reproduce this looking down problem in a langame with my self and here's two screenshots of me looking fully up an fully down...
That is an old qrack build,I will try it in DP and see,but shouldn't the head just move and not the whole model?
Update:
Works in DP ok other than a transparent texture on the bottom of the multigun.Also if strafing feet don't move in demos only?
What other engines have MD3 support to test with? Did not seem to work in quakespasm renamed to mdl.
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