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Graphics Discussion
2007-12-28, 13:58
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Apr 2007
does anyone know what I mean? basically for the rl, I tried to have it follow the original w_rock2 in positions as much as I can...but when it comes to positioning it in the vwplayer.mdl's hands, it comes out way differently in the wrong directions in game. any help would be nice, ik theres gotta be a reasonable way than just guessing with positions. I use qME 3D right now.
2007-12-29, 00:28
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Don't forget to make the vwep models for Painkeep Trickle, after you ditch the 2.6mb gif in your sig!
2007-12-29, 22:15
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Apr 2007
it would need to be coded into painkeep, the ktx guys might help us out with that =]
2007-12-31, 21:45
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nvm, I think I'm starting to find a way around this =]
2008-01-01, 04:25
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Jun 2006
"alright, how does this size look? =]"

That size was just perfect, looks awsome (dont scale it up again=
2008-01-24, 15:39
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Apr 2007
if anyone would like to work on positioning the models in the player's hands correctly with me that would be nice =o0
2008-06-29, 11:19
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Apr 2007
PrimeviL wrote:
Why u don't use new player skin for the screenshot ?

GRRRR

hah, this is probably the longest response to you ever. I am waiting till ezQuake has a similar code to Qrack where the assigned colors to a player skin correspond with a 24-bit texture.
2008-06-29, 11:20
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Apr 2007
also, for anyone else who might look. I feel like picking up this project again, I just need to figure out how I can position the models properly without it displaying differently in game.
2008-06-29, 12:14
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Jan 2006
awesome trickle! can't wait til this is playable in ezquake :>
2008-06-30, 08:56
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May 2006
If you've got 3ds max trickle see http://www.quakeworld.nu/forum/viewtopic.php?id=2169 & grab http://members.optusnet.com.au/~plaguespak2/downloads/quakeguy.rar
Probably a 5 minute job to animate vweps... if they have the same frames as the player animation
2008-06-30, 11:27
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Apr 2007
Plagued MonkeyRat wrote:
If you've got 3ds max trickle see http://www.quakeworld.nu/forum/viewtopic.php?id=2169 & grab http://members.optusnet.com.au/~plaguespak2/downloads/quakeguy.rar
Probably a 5 minute job to animate vweps... if they have the same frames as the player animation

alright, I'll give that a try! I was using qME before and it always comes out slightly different in game.

*edit*

NO WAY DIFFERENT IN GAME Lol
2008-06-30, 12:25
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Feb 2006
good luck with this project Trickle, it's much needed. and i hope you consider doing something about the sg vwep model. (would have crossposted here earlier but i kind of forgot you had thread for this
2008-06-30, 13:34
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Apr 2007
maybe I can team up with Prime on that one. this is my set up though. basically prime's shotguns and the rest plagues. so I'm probably only going to do Prime's shotties. but you know, I could use the shotgun from the DME mod. it looks way nicer. if I can do this better with 3dx and faster. I'll consider doing all Prime and Plague.
2008-06-30, 18:16
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Feb 2006
a tag-team sounds like a great idea, i'm sure you can create something cool, especially if you get some support! i only know how to work with photoshop so i'm not much help i'm afraid... but there are some really nice sg models out there already and anything would be better than the current one IMO, that one looks like a stick with some extra brown for the handle..

just for inspiration - this is what i use right now, i think it looks nice. i really have no clue about this but it might be possible to somehow create a v_wep model from a first person view model? or maybe at least it's easier than to create it from scratch or import it from another engine/ game?
2008-07-01, 05:12
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Apr 2007
dEus wrote:
a tag-team sounds like a great idea, i'm sure you can create something cool, especially if you get some support! i only know how to work with photoshop so i'm not much help i'm afraid... but there are some really nice sg models out there already and anything would be better than the current one IMO, that one looks like a stick with some extra brown for the handle..

just for inspiration - this is what i use right now, i think it looks nice. i really have no clue about this but it might be possible to somehow create a v_wep model from a first person view model? or maybe at least it's easier than to create it from scratch or import it from another engine/ game?

I think all I would need to do is add the gun handler with the trigger. of course scale it as well
2008-07-01, 07:17
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Mar 2006
I have downloaded the quakeguy collasped 0-142.max model and I have 3ds max v9.0 so hopefully I can figure how to use it now
I'm sure it would require making a copy of the player model for each weapon, then within the engine just calling the correct player model.
Is there a way to make a skeleton based on a current animation? then just create a model and rig it?? either way, I think this will be a cool task atleast
to learn 3ds max
2008-07-01, 16:33
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Apr 2007
yeah, before I tried merging the vwplayer.mdl with the other weapons to position them exactly and then opening another qME to copy those same locations..but that was huge waste of time. yeah I hope this one works =]
2008-07-01, 21:47
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Jan 2006
Trickle wrote:
deurk wrote:
Looks big :/

hey, its a rocket launcher! it shouldn't be like a nerf gun that fires those little arrow things lol.


http://i2.tinypic.com/6yv4z8l.jpg

this is only an rpg rocket launcher too

maybe you could do a carl gustaf model?
http://www.62infantry.com/images/84_Karl_Gustav.jpg


in swedish: granatgevär m/48
2008-07-09, 13:16
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Feb 2006
on a (almost ) unrelated note i just uploaded my sg model to gfx.qwdrama. Peppe, that looks like a pretty oldschool model :F
2008-07-15, 03:06
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Feb 2006
any progress with the v_wep for that RL (or shotty ) yet Trickle? Maybe some new screenies to show..?
2008-07-15, 04:26
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Apr 2007
I've been slacking off it a bit, but expect something soon! its more stressful than you think. especially when it comes out differently in game, but I'll try this 3ds max
2008-07-15, 16:14
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well before I start up again..I need to know one very important thing. is there going to be ANY other server besides Elvis Victims that will have vwep enabled? its a great server and all..but I have a high ping there. I mean this is kind of a pain in the ass to do, I would be much more motivated if I knew there would be more servers using this.
2008-07-15, 16:17
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SputnikUtah wrote:
I have downloaded the quakeguy collasped 0-142.max model and I have 3ds max v9.0 so hopefully I can figure how to use it now
I'm sure it would require making a copy of the player model for each weapon, then within the engine just calling the correct player model.
Is there a way to make a skeleton based on a current animation? then just create a model and rig it?? either way, I think this will be a cool task atleast
to learn 3ds max

lets work on this as a pair, we can find out who can figure out a way to position the models properly first without needing to guess like I had to do before. then we can rocket off from there. what do you say R00k? =]
2008-07-15, 18:37
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dEus wrote:
on a (almost ) unrelated note i just uploaded my sg model to gfx.qwdrama. Peppe, that looks like a pretty oldschool model :F

oldschool? that's the stuff we used
2008-07-15, 21:17
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Trickle wrote:
well before I start up again..I need to know one very important thing. is there going to be ANY other server besides Elvis Victims that will have vwep enabled? its a great server and all..but I have a high ping there. I mean this is kind of a pain in the ass to do, I would be much more motivated if I knew there would be more servers using this.

i'm not sure about other servers and what bits would have to be set but think about it this way - v_weps are visible in every mvd demo that you download from sites like ch-tv. this also means movies that are usually based off these mvd's will feature those v_weps.
second, the v_weps are visible on every server if you connect to it through quaketv. with more and more people spectating via qtv instead of qizmo cams this means even more exposure.
add this up and you get much more exposure for proper v_wep models than you'd get with another ffa server turning v_weps on for players.

i'm actually not 100% sure about the second point, maybe someone can comment on that. still, v_weps are extremely important and i'm really looking forward for any improvement.
Peppe, that RL looks a bit explosiv-ey idk :s
2008-07-17, 07:07
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dEus, I'm going to start trying to finish the rl today! expect some screenshots later =]
2008-07-17, 09:04
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Apr 2007
GREAT NEWS EVERYONE!

I finally figured out how to make the weapons position correctly without having to go in game and guess! I basically open the vwplayer.mdl, merge the weapon, position it the way I want to, and then I export the frames. I open up a new qME session and import the frames with the model!

so you guys can all count on me to have this all finished this summer, I know the Quake guy can!


http://i7.photobucket.com/albums/y300/ThePerfectTrip/w_rock2_standing.jpg
2008-07-17, 09:32
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Feb 2006
OMG nice work Trickle!
2008-07-17, 09:42
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Apr 2007
Zalon wrote:
OMG nice work Trickle!

thank you, you guys and your support only motivated me to figure out how to do this properly! I have a feeling I might even get the rl done by tonight! I'll make a video showcasing it as well! here is a shot of the quake guy running with it

http://i7.photobucket.com/albums/y300/ThePerfectTrip/w_rock2_running.jpg


his other hand is underneath the other side..I would of had both his hands on the holders for running, but I would of had to make the model really long and it would look silly compared to the other weapons. plus it looks cooler this way
2008-07-17, 10:33
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Apr 2007
PAIN!

http://i7.photobucket.com/albums/y300/ThePerfectTrip/w_rock2_pain.jpg
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