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multiple skins for hi-poly monsters (SMC)

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  • talisa
    replied
    hey all,

    another big update! ruohis just released his new improved scrag which now includes a headgib, and seanstar released a modified skin of his own!

    and ive made a new pk3 for scrag which now has multi-model + multiskin!
    it includes ruohis & obiwans scrags both, and 2 skins for ruohis scrag, so that makes for 3 different models/skins for scrag too


    link as usal can be found in first post of the thread

    Leave a comment:


  • talisa
    replied
    thanx gdiddy!
    web@angel pointed me to the model. i had read the thread where the link to the model was in countless times,
    but i had totally overlooked the link to the download all the time


    ruohis has also released a new vore model just a few days ago: http://quakeone.com/forums/quake-mod...tml#post111947
    but personally i think it could use some improvement before id wanna add it to a pack

    Leave a comment:


  • gdiddy62
    replied
    Excellent find!

    Leave a comment:


  • talisa
    replied
    hey all,

    web@angel was so kind to point me to a hi-poly model for scrag which ruohis made which i had overlooked all this time

    and i thought id whip you all up a quick pk3 with both the scrag from shamblers castle mod + the hi-poly model ruohis made



    link and instructions again in first post of this thread

    Leave a comment:


  • talisa
    replied
    yes yes, i already use that cvar, but thanx anyway for mentioning it

    but its still hard to make a screenshot which doesnt have colored vision at moments

    Leave a comment:


  • Seven
    replied
    I can only recommend to use a special cvar if you want to make screenshots:
    "sv_freezenonclients"

    LordHavoc made this especially for this reason.
    Without this you will have a hard time to make screens...
    ... pushing your "print" key till it bleeds.
    It is extremely comfortable with "sv_freezenonclients".

    I have it binded to keys to have it available all time:
    bind d "sv_freezenonclients 0"
    bind f "sv_freezenonclients 1"
    Also look into this thread for some more details.

    Leave a comment:


  • talisa
    replied
    ah yes. my bad, i totally had forgot about that since i normally always use andrew jolls model and thus never ever had to touch that setting before

    fixed it and replaced the pic with another one which does have the lightning setting correctly so the ball is placed in right position

    thanx for pointing that out seven

    and about the smoke: oh no, i do like the smoke, the pics just happened to come out like this.
    its rather hard to make a pic with two shamblers shooting lightning at you and not get your vision colored red when they hit you. and only pic i managed to make in which my vision wasnt colored cuz they hit me were those
    Last edited by talisa; 03-10-2012, 12:28 PM.

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  • Seven
    replied
    Be sure to adjust the auto_cvar "shamblertype", if you use another model.
    The screenshot from FredrikH´s model looks wrong... (too high, too far left)
    You most probably use a wrong value.
    For FredrikH´s you must use "2".
    You dont seem to like the smoke around the ball as well.
    That is my personal favorite.

    Leave a comment:


  • talisa
    replied
    ah thanx for the explanation seven. thats why it didnt work when i tried it before, cuz i assumed the name of the mesh would be called 'shambler' instead of 'progs/shambler.tga' cuz the texture used for the model was just simply called shambler.tga.

    just tried it again, and now it worked using the '.skin' method. thanx again for the help on this seven.

    put a multi-skin pk3 for the frederikH shams together for everyone, and added pic plus download link in first post

    Leave a comment:


  • FC Zvyozdochka
    replied
    YAHOO!
    Seven, you did it! Everything works fine by now! It wouldn't be possible without your explanation!

    Leave a comment:


  • Seven
    replied
    Hello,

    First of all, there are more model formats than just the Quake specific: mdl, md2, md3, ...

    FredrikH decided to use the Unreal format: .psk/.psa
    This format can only be used for Q1 by DarkPlaces, which is a pity.
    - psk is the model itself
    - psa is the animation (it uses a skeletal frame animation)




    What you need to do is the following:
    Option A):
    Make a copy of the psk/psa model and reassign a different texture.
    Option B):
    Convert the psk/psa to md3
    Option C):
    Use the ".skin" method, that I explained here

    Of course Option B) should be preferred, because then all other Q1 engines, that support .md3 will be able to use this monster model too.

    Option A) and B) can be done with milkshape for example.
    Option C) is the easiest way: You only need to know the "mesh" name !
    The mesh name can be seen in milkshape too:
    progs/shambler.tga (funny name for a mesh, isnt it ?)

    So your .skin files must look like this:
    progs/shambler.tga,textures/shambler0.tga
    progs/shambler.tga,textures/shambler1.tga

    The rest should be easy...

    Best wishes,
    Seven
    Last edited by Seven; 03-10-2012, 04:39 AM.

    Leave a comment:


  • talisa
    replied
    @FC Zvyozdochka
    yes that is what i am thinking too, that it has something to do with the psa file. (btw i have no clue what kind of this file is )
    and yes i indeed noticed its different from other mdl's as well.

    ive send seven a pm to ask him if he can help with this issue and if he knows to explain me what to do to allow for multiple skins for this model.

    so we'll have to wait till i get a reply for seven about if he can help, and if its possible at all,
    cuz this particular model seems to be using a different kind of model which isnt the standard mdl

    sorry i cant be of help right now yet
    Last edited by talisa; 03-09-2012, 05:27 PM.

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  • FC Zvyozdochka
    replied
    Thank you for trying, Splitterface. Now we can see that this issue does exist not only for me.
    I think the problem is in very special file format (its structure differs from other mdl's and it uses SPA animations (?) file). Maybe it requires even to make some additions into Seven's SMC to carry this model.

    Leave a comment:


  • talisa
    replied
    hmm strange, it should work as i said...

    let me take a look at it myself, i happen to own both the normal skin and the furry skin for that model myself as well through help of gdiddy.

    so ill fix it up for you and make a pk3 with both skin textures included.

    EDIT: hmm i tried, but using the '.skin' method i indeed get the same result you did, and when i tried using another method which uses 2 models i couldnt get the second skin to show
    i might have to ask seven for help with this, since the model also uses a .psa file which i am not familiar with, and it might be the cause of why this isnt working, perhaps something has to modified to the .psa file as well

    let me ask seven about this, cuz i cant seem to get it to work with both methods either. maybe seven can help
    Last edited by talisa; 03-09-2012, 05:05 PM.

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  • FC Zvyozdochka
    replied

    I tried different variants, incliding exactly that one Splitterface explained to me, but have achieved no result.
    Maybe the problem is indicated in this Seven's post
    Note that the first word is the naming of the MESH in the .md3 file !
    Open the .md3 models with an editor to see the mesh names.
    I don't know, how mesh is named. I tried "shambler" and "MAT0000" variants.
    I have no accounts on fileservers, the only way for me to share pk3-file is torrent. I'd like to sent it to the Splitterface and any other who wants to experiment, but don't know if it is appropriate in copyrights' regard.

    There is the original skin and then a "hairy" skin (by OoPpEe I believe) for this particular model.
    Yep, I've got both of them. Problem is that they don't work simultaneously.

    Leave a comment:

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