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WARNING: It's *NOT* finished. I've got to fix some weight painting issues and I'm still working on the diffuse textures for the gun and the ogre. It would be a test article only.
Wow, that looks mega low poly. That's the same mesh from a few pages back? (where you described someone making a poly reducer that respects UV's)
@derail thread - as you can see my ultimate powers of evil have succeeded in throwing this train completely off the tracks (sarcasm). Now I am going to google porn and "The World Will Be Mine!!!!!" (more sarcasm). Methinks some people need to seriously relax.
...eagerly waiting to be chided with emoticons and given obvious advice
Wow, that looks mega low poly. That's the same mesh from a few pages back? (where you described someone making a poly reducer that respects UV's)
@derail thread - as you can see my ultimate powers of evil have succeeded in throwing this train completely off the tracks (sarcasm). Now I am going to google porn and "The World Will Be Mine!!!!!" (more sarcasm). Methinks some people need to seriously relax.
...eagerly waiting to be chided with emoticons and given obvious advice
All hail Lord Saturn! May this thread be ever derailed!
You rock, man! You even used the "swirl", which I am going to officially pretend is a reference to when I was hypnotizing people (with the swirl) to ignore Larry Mondello.
Ogre is lookin' great! (I'm doing a "thing" but I also really mean it)
WARNING: It's *NOT* finished. I've got to fix some weight painting issues and I'm still working on the diffuse textures for the gun and the ogre. It would be a test article only.
OMG, it works! It's tiny though, hanging in mid air and it dosen't have any textures.
Hello Tea Monster,
Do not worry, we have emergency exits on the left and on the right
Seeing your screenshot, shows that you tried to be as faithful as possible.
That is very good.
Now that you got it into Quake, I think your pm is no longer "valid".
Regarding the missing textures:
You said, that you used a md3 format convertion for your in-game testings.
If you go this way, you have to include the texture path for the skins inside the model itself. Depending on your program, there should be a file that handles this.
If you are not sure, Darkplaces will tell you the path to the missing diffuses when loading it (see the consoles warning message).
At least you can then test your model with skin in-game.
After repositioning and resizing the model (to make his feet touch the ground and approx. the same size as the original ogre), you should release your beta V0.001 ogre.
There seems to be a big amount of people who would like to be your beta-testers
It is always good to hear different opinions.
And fluent animation is the most difficult thing if it comes to models.
... Psionic (as you know him) made several very good tutorials.
Just like webangel said:
Unleash the beta if you feel to.
Here you can find another higher poly ogre model made by Preach based on a drawing by metlslime
Hello webangel,
Good find. A very nice ogre indeed !
Dont let the skin confuse you (especially the "funny" looking face).
It can be modified to a mean/angry ogre face.
Its animations are really good and fluent.
The models shape is also nice.
Great work from Preach !
Cheers Seven!
I've got him working in game. The origin point is just under the crotch on the original, which is why he was floating. Fixing that without babbing the animations will be tricky, but shouldn't be impossible. Apart from that he has textures and animations in game. As soon as I get it sorted out, I'll post a test article.
and i agree its always good to release a test version. so taht people can test it and help pointing out points of improvement and such. often people might notice small things that you yourself mightve overlooked and such
@webangel
that other ogre is indeed not bad looking at all.its the same model that i got long ago which came with an md3-to-mdl convertor. its nice to see the missing animations added to it, and im sure with some work to fix some things like the head it could be a great replacement model too
hope someone will finally take the time to fix that ogre too. then once teamonsters ogre is out we'll have not 1 but 2 hi-poly ogre models
Hi, guys. Really looking forward to when you have completed this magnificent project.
I have two questions for you.
Number one - can you put a quick guide about this work (text or video in a small volume, few pictures, format's description, names of programs, pitfalls, tips), so newbies can repeat it themselves.
And the second question - how about to remake some animation for increase pleasure . I mean, the animation of "death," and I think it would be a good idea.
As you remember, in the original, this animation is very bad, usually models simply falls to the ground - boom))
The player must see how his enemies dies in agony! This is SPAAAARTAAA Quake after all!
@morgnstrn
i completely disagree about death animations being 'bad' as you call them.
there's nothing bad about them, they are good realistic death animations, simply dropping to the ground and thats it. thats how that anything that dies dies.
cmon, have you ever heard of somebody in rl who goes dying slowly in horrible agony after getting shot? no someone who gets shot just crumples like a ragdoll being dropped and is dead
i always hated those overdone long dramatic deaths and such in movies and games nowadays. so i really like it myself that in quake enemies just fall over with a growl and are dead.
Animations aren't quite finished
Shed-load of weight painting issues with the shoulders.
I've got a feeling that DP isn't going to read the spec and normal maps.
Spec and Normal maps are WIP
Scale is probably a bit off
I can see a number of different problems right off the bat, but its Christmas Eve and I'm off for at LEAST 24 hours
Have a play, enjoy, report errors.
(EDIT: 14/01/2013: test article removed as it served it's purpose).
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