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  • seanstar
    started a topic Player Skins

    Player Skins

    edit.
    Last edited by seanstar; 06-28-2012, 03:25 PM.

  • bluntz
    replied
    Thank you Sean!
    This will look great with tricks v_weaps.
    In fact it would look better with yours...lmao.
    I have been looking at ripping my bf2 weps, but have not had success yet.
    Last edited by bluntz; 11-18-2011, 04:31 PM.

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  • gdiddy62
    replied
    Thanks Sean!

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  • seanstar
    replied
    hi

    @Bluntz
    Last edited by seanstar; 06-28-2012, 03:26 PM.

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  • bluntz
    replied
    Originally posted by seanstar View Post
    made a leap in resolution...does he look any better?
    It Looks Fabulous Sean,And I am sure the ss does not do it justice.

    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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  • NightFright
    replied
    That's stuff for Quake Reforged, I hope you know that...

    Me wants!

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  • seanstar
    replied
    edit
    Last edited by seanstar; 06-28-2012, 03:25 PM.

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  • R00k
    replied
    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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  • bluntz
    replied
    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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  • gdiddy62
    replied
    Cool, thanks Sean!

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  • seanstar
    replied
    edit
    Last edited by seanstar; 06-28-2012, 03:25 PM.

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  • NightFright
    replied
    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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  • Seven
    replied
    Originally posted by NightFright View Post
    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.
    Hello Nightfright,

    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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  • NightFright
    replied
    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.

    Leave a comment:


  • nahuel
    replied
    i am so bad making textures

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