Hmm, is there something that needs to be done with the model before it can be used with 24 bit skins? I literally know nothing on the subject, but the player.mdl doesn�t seem work in ezQuake and I was lead to believe it has something to do with primevil�s 24bits skins.
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Originally posted by carapace View PostHmm, is there something that needs to be done with the model before it can be used with 24 bit skins? I literally know nothing on the subject, but the player.mdl doesn�t seem work in ezQuake and I was lead to believe it has something to do with primevil�s 24bits skins.
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capnbubs remapped the models to fix the stretching.
so they are not compatible with skins for the original models
so someone would have to step up to also adjust the hi-res textures available for use with capnbubs new models.are you curious about what all there is out there in terms of HD content for quake?
> then make sure to check out my 'definitive' HD replacement content thread! <
everything that is out there for quake and both mission-packs, compiled into one massive thread
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You can cross-bake them in Blender. Get the old model with a new skin on. Place it so it occupies the same space as capnbubs. Then shift-click the old model, then capnbub's. Go to the Render tab and choose 'Bake' at the bottom. Set it to 'selected to active' and choose 'textures'.
You'll have to fiddle with the settings to get a decent bake off, but it should be possible.
Sadly I don't have time to do it at the moment, or I'd just bash it out for you guys.
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Originally posted by metchsteekle View PostI took a peek and the skin is totally different from the original player model, Primevil's skill we either have to be re-grafted or remade to fit this new texture.
Originally posted by Tea Monster View PostYou can cross-bake them in Blender. Get the old model with a new skin on. Place it so it occupies the same space as capnbubs. Then shift-click the old model, then capnbub's. Go to the Render tab and choose 'Bake' at the bottom. Set it to 'selected to active' and choose 'textures'.
You'll have to fiddle with the settings to get a decent bake off, but it should be possible.
Sadly I don't have time to do it at the moment, or I'd just bash it out for you guys.
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Truth be told, the Quake player doesnt need his legs to do his jumping work. He has undeniably strong 'Chi' and when he wants to jump, his body simply "jumps".
Hee Hee, plz note my sarcasm. This is definitely a oddity that has went under all of our radars til you mentioned it.Want to get into playing Quake again? Click here for the Multiplayer-Startup kit! laissez bon temps rouler!
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Originally posted by frag.machine View PostAny chance of adding a jump animation to the player model ? Maybe after the standard frames, so it won't break compatibility...
Originally posted by Mindf!3ldzX View PostTruth be told, the Quake player doesnt need his legs to do his jumping work. He has undeniably strong 'Chi' and when he wants to jump, his body simply "jumps".
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Originally posted by capnbubs View PostI'm actually planning on doing jumping, swimming and directional running in my mod.
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These are great.
We've actually been doing something similar over in our Schism project; S C H I S M - Index
Most of the forum is off-limits, give me a shout if you'd like to take a look inside capnbubs.
We've got afair few creatures in progress, and luckily none of the ones you have (at least posted here).
We're going for the same type of look as well, ~q3 polycounts, tryign to maintain the feel and precision of the originals rather than reinvent them.
I haven't read all the pages of comments, what model format are you using?
We're experimenting with IQM; Inter-Quake Model (IQM) Format which avoids issues like vertex drift and so on, and using Noesis for export, although Blender has a native IQM exporter, I hear.
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This reminds me, how close are we to having a fully GPL free quake? Can you imagine what it would do for the community if we could get quake shipping with a linux distro or the like?
Are these models "from scratch enough" to be consider an original work that could be distributed GPL without any worry from id software or their publishers?
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Originally posted by TheMachine View PostThis reminds me, how close are we to having a fully GPL free quake? Can you imagine what it would do for the community if we could get quake shipping with a linux distro or the like?
Are these models "from scratch enough" to be consider an original work that could be distributed GPL without any worry from id software or their publishers?
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Originally posted by FifthElephant View Postid would come down upon the community with all guns blazing. Besides, I'd be certain you could pick up the original game for a few "bucks" or "quid".
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Even if they are not the stuff that Id created, then they are still the look and feel of Quake (and would still be called 'Quake') so it wouldn't be copyright free.
Now, if you want to creat a total conversion game where you play a lone, armoured insurance salesman, who works in this giant gothic office buidling, and gets attacked by different disgruntled customers, then you may be onto a winner.
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