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  • Ruohis
    started a topic New Player Model

    New Player Model

    Here he is! The Quake Ranger! Enjoy!


    http://www.ruohis.com/models/player/ruohis_player.zip
    This is a simple pk3 file you put in your id1 directory in your quake folder, tested with darkplaces and fteqw.
    Works with ezquake, but you have to open the pk3 file and move the textures from the textures folder to the progs folder.
    Gloss and normal maps are included in this pack!

    Also check out Ruohis.com, reuploaded all my finished quake models. They are tested for use with DP and FTEQW!

    Here is also a set of templates for all textures so it will be easier to create new textures
    axe_template.zip
    multigun_template.zip
    muzzleflash_template.zip
    player_template.zip
    player.psd.zip (complete .psd texture!)
    h_player_template.zip

    For those of you who are interested in the w_weapons! (The multigun is also included as a separate model)
    This pack does not contain gloss or normal maps!

    http://www.ruohis.com/models/player/...r_w_models.zip

    If someone want's to use the multigun as a g_model for some mod or anything else, feel free to do so

    http://www.ruohis.com/stuff/multigun_g_model.zip
    Last edited by Ruohis; 08-23-2012, 03:15 AM.

  • Seven
    replied
    Hello NCSzone,

    If you use another engine than ezquake you cannot use Ruohis´s "ruohis_player_w_models.zip" pack out of the box, without putting a little time into coding.

    Read what Spike said carefully to learn more about it: click

    If you do not see the multigun in 3rd person view in your engine of choice, you most probably use "ruohis_player_w_models.zip" pack.
    Use "ruohis_player.zip" instead (and be sure the engine supports replacements)

    Leave a comment:


  • Syluxguy28O3
    replied
    Originally posted by NCSzone View Post
    Does this model hold different guns in-game? I've downloaded everything and put it all in the ID1 folder. But I still cannot get the model to hold a gun. There's no gun being held by the model at all. By the way, I like playin the game in third-person because I like to see the model while playing.
    no. from a 3rd person perspective, the model holds a multi gun. weapon skins only apply to the 1st person perspective.

    Leave a comment:


  • NCSzone
    replied
    Does this model hold different guns in-game? I've downloaded everything and put it all in the ID1 folder. But I still cannot get the model to hold a gun. There's no gun being held by the model at all. By the way, I like playin the game in third-person because I like to see the model while playing.

    Leave a comment:


  • MadGypsy
    replied
    Woow, this thread has become a little offtopic.
    This thread is a mini treasure trove of ideas, solutions & tools. How could that ever be a bad thing? Also, I don't believe that you could actually consider any of this "off topic". I opine that it is more correct to consider it an expanded topic. Everything here is relevant to a completed improved product, an alternate way to implement it's instantiation, outlets to provide it or a congratulations/thanks for the product being created.

    If anything, this thread should stand as an example of how the community can come together and provide a powerful merging of knowledge that upgrades everyone involved. On the other side of the slipgate people are posting pics of cancerous buttholes and spamming leather products.

    Leave a comment:


  • Ruohis
    replied
    No problem there, I'm sure everyone can find the #1 post where all the download links are But to the point of being besides the point... to me it's only a sign that it's a good conversation if it gets a bit off topic And to be fair, I think I started this by posting the off topic models that got off topic comments that lead to this off topic discussion

    Edit: btw seven, your last post with the monkeys was really inspiring

    Edit 2:
    Originally posted by MadGypsy View Post
    This thread is a mini treasure trove of ideas, solutions & tools. How could that ever be a bad thing?
    True, when you ask one thing and get answers to 10 things, it's never a bad thing
    Last edited by Ruohis; 08-21-2012, 03:12 PM.

    Leave a comment:


  • Seven
    replied
    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.

    Leave a comment:


  • MadGypsy
    replied
    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.

    Leave a comment:


  • Baker
    replied
    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]

    Leave a comment:


  • MadGypsy
    replied
    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.

    Leave a comment:


  • Ruohis
    replied
    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.

    Leave a comment:


  • MadGypsy
    replied
    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.

    Leave a comment:


  • Ruohis
    replied
    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 )

    Leave a comment:


  • MadGypsy
    replied
    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.

    Leave a comment:


  • Baker
    replied
    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.

    Leave a comment:

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