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Player Model using Moo's model - 3 Skin Choices

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  • Marsha
    replied
    Hello bta.monster,

    as you surely know, the hardest part in creating monster/player models is the animation.

    If you are used to the professional animation of the original ID1 models, you will see the difference to the replacement models with ease.

    That is exactly what you see on this and its "brother": the grunt model.
    Sure, there has been put much love and time into the animation.
    But it is hard to reach a fluent & good looking animation.

    That is why I myself dont use these as well.
    Nothing against the authors of course.
    It was done as good as possible.


    A remarkable exception are the monster models from Obi-Wan !!!

    Their animations are absolutely perfect !
    And OoPpEe could port them over to Q1 very good.
    He was bound to the animation frames of the original ID1 models and did a good job in cutting Obi-Wans to this small frame number.
    I can only recommend to use Obi-Wans "shambler Castle" Doom 3 models for Q1.
    They are brilliant.
    Find them here:
    http://quakeone.com/forums/quake-mod...axe-added.html

    Leave a comment:


  • bta.monster
    replied
    It seems as though this model is missing one of the death animations. Not sure which one, but it skips it completely.

    Also the standing animation looks a bit odd when compared to the original player model. Almost as if he stands "crooked". The axe standing anim is fine though. Anyone know about these issues?

    Leave a comment:


  • Bloodshot
    replied
    Is it possible to make the helmet a little bigger like the Q3 helmet? I think that would make it look better too.

    Leave a comment:


  • mushi
    replied
    indeed awesome job!
    greetings from the QuakeWorld community!

    Leave a comment:


  • LambentHammerBurst
    replied
    Agree with the others input, looks too small. From the looks of it you took the Q3 texture and just made it 300% larger on both width and height. The face texture used on this isn't square like Q3's - it's wider. So you will have to make the texture slightly wider for it to look right. On the texture it will look weird - but ingame it would look proper.



    I designed the face to match the Quake 3's version - but to add more detail. The 3 reasons were:
    1) To add more detail
    2) Make him look slightly younger (as this is Q1)
    3) Quake 3's face texture for Ranger is 3x smaller in resolution than mine (so needed to add more detail and all).

    I started the face with Q3's and went from there.
    Attached Files

    Leave a comment:


  • Seven
    replied
    Hello Sean,

    yes, I think R00k is right.
    The face looks "smaller" compared to your previous screenshot.
    The helmet is a bit too big now.

    The thing I like about the previous screenshot more is the angry face.
    The new screenshot shows a handsome man that had a bad day. OK
    But the previous one shows an angry as hell marine, who sees devil every day.
    At least fo me...

    Kind regards,
    Seven

    Leave a comment:


  • R00k
    replied
    maybe increase the size of the face? less forehead

    Leave a comment:


  • seanstar
    replied

    hi


    im trying to make him look more like q3 ranger

    screenshot



    regards



    Sean


    Leave a comment:


  • seanstar
    replied

    hi


    really goood work on this OoPpEe...i'm very impressed


    this is a screenshot of him with my config


    cheers


    Sean


    Leave a comment:


  • QRV
    replied
    Ahh yes, thanks for that pointer there Ooppee.

    Leave a comment:


  • LambentHammerBurst
    replied
    It is a md3 model and made for darkplaces
    the _shirt is the armor or "topcolor"
    the _pants is the pants or "bottomcolor"

    To make it use a different diffuse texture use dpmodel.exe - its on the darkplaces file section. It allows you to rename a diffuse texture on a compiled model (md3)

    Leave a comment:


  • QRV
    replied
    I have no issues getting this model to work from within DarkPlaces, and the model looks great.

    However, I have entities in my QC that use this model and animation, but requires another skin. Making the skin isnt a problem, nor is the QC side.

    I cant workout how to name the texture files I believe, as DP for normal Quake1 .mdl's expects skins like:

    armor.mdl_0.tga
    armor.mdl_1.tga
    armor.mdl_1.tga

    but this model is using player_skin.tga. o.O

    But this doesnt seem to work for this model. I believe its a Q3 model renamed for use in DP, but has any one been able to script it via QC to load a different diffuse skin?

    Leave a comment:


  • LambentHammerBurst
    replied
    It was made for Darkplaces afterall
    Model is much brighter once you disable rtlights ect ect ect

    Leave a comment:


  • Mindf!3ldzX
    replied
    sooooooooooooooooooooooo dark

    Leave a comment:


  • Seven_Force
    replied
    One more question:

    I'm gonna tinker with a mod called Qetia. It's a co-op mod that seems pretty awesome. Once I've got the mod loaded up, what do I type into the console in order to get a list of all available console commands for Qetia? I'd also like to know what I need to type in order to view all available impulse commands.

    Leave a comment:

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