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It Looks Fabulous Sean,And I am sure the ss does not do it justice.Originally posted by seanstar View Post
Trickle has already done something like the seperated
weapons, find what I had saved here
http://www.mediafire.com/file/331k7t...ickleswork.zip
While I look for the several playerskins already bound to the different weapons,but if I remember the quality is not as good as trickles effort.
And none of them have the quality of your player skin Sean.
Last edited by bluntz; 11-16-2011, 06:47 PM.
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That's stuff for Quake Reforged, I hope you know that...
Me wants!
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There are options to show the weapon in hand, either using server-side quakeC and multiple models, or a model following in front of the player.
On the server-side QC route, its just a matter of precaching a different player model, holding each weapon with animations intact. As you change weapons, your modelindex for the player changes to. similar to how your player switches to the "eyes" model when u get the ring of shadows. This technique was used in Quake ARcade Tournament Edition.Last edited by R00k; 11-15-2011, 11:46 AM.
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My biggest complaint about players skin is that they all carry the generic weapon. It looks BAD.Somewhere in my files I have a set of skins with a different weapon model with each player skin,I hope this is the route we are headed.Divorcing the player from the weapon.Last edited by bluntz; 11-14-2011, 04:00 PM.
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I think someone actually already made normalmaps for that skin, it's floating around somewhere in this forum, if I am not mistaken.
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Hello Nightfright,Originally posted by NightFright View PostIf we had those skins in higher resolutions and with normal-/glow-/glossmaps, it would already be something for the Reforged project, I think. But if I am not mistaken, they are on something completely new from scratch, so it will probably be much better even than that.
I am not sure if I understand your words correctly (my english sometimes play tricks on me).
But of course the existing external replacement texture are in High Resolution.
And creating normal and gloss textures are a piece of cake (at least for the standard user like me, who doesnt need the best of the best.).
What you need for them is this program and you are done.
No artist skills are needed. Just a little practice.
God knows, I am no photoshopper. But I was able to create these kind of textures with it in no time.
Several month ago we discussed this program here in this forum.
You will find useful tips if you search for it.
Regards,
Seven
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If we had those skins in higher resolutions and with normal-/glow-/glossmaps, it would already be something for the Reforged project, I think. But if I am not mistaken, they are on something completely new from scratch, so it will probably be much better even than that.
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