|
|
|
Member 357 posts
Registered: Mar 2006
I think QRack can, and maybe the next ez build could do it too! If I get sometime I will try to port cl_24bit_teamskins to ezquake _______________________________ http://www.quakeone.com/qrack
Member 312 posts
Registered: Jun 2006
Haaa, good news ! *edit* skin coming sô0n Peppe
Member 1435 posts
Registered: Jan 2006
SputnikUtah: would be great :-)
Member 97 posts
Registered: Jan 2006
yup SputnikUtah we need it now ! =)
Member 357 posts
Registered: Mar 2006
Adding cl_teamskin to QuakeWorld, for 24bit team skin support. gl_rmain.c cvar_t cl_teamskin = {"cl_teamskin","1",true};//SputikUtah in R_init: Cvar_Register (&cl_teamskin); in R_DrawAliasModel: add: int lumaskinnum; replace: texture = paliashdr->gl_texturenum[skinnum][anim]; fb_texture = paliashdr->fb_texturenum[skinnum][anim]; with: texture = paliashdr->gl_texturenum[skinnum][anim]; if ((cl_teamskin.value) && (clmodel->modhint == MOD_PLAYER)) { lumaskinnum = ent->scoreboard->bottomcolor; fb_texture = paliashdr->fb_texturenum[lumaskinnum][anim]; } else {
fb_texture = paliashdr->fb_texturenum[skinnum][anim]; } replace: if (ent->scoreboard && !gl_nocolors.value) with: if (ent->scoreboard && !gl_nocolors.value && !cl_teamskin.value) you can also block calls to CL_NewTranslation from teamplay.c if (cl.players[slot].skin_refresh) { if (!cl_teamskin.value) CL_NewTranslation(slot); cl.players[slot].skin_refresh = false; } Hope this works ______________________________________________________________________________ GRAB the Qrack 24bit skin pak at http://www.quakeone.com/qrack/index.php?page=downloads
Member 1435 posts
Registered: Jan 2006
Damnit, I was supposed to sleep in this hour. However, thanks a lot! Applying your c0d3 now... Edit: http://ezquake.sourceforge.net/test/24bitskin_win32gl.zip I had to rename it to gl_teamskin because cl_teamskin was an alias for "teamskin". Dunno if that's correct way. It worked after downloading http://www.quakeone.com/qrack/pak2.zip (up2nogood told me to do so). However team/enemycolors broken now (both white, can't be changed) + the skin applies to all players. I don't have time to experiment more today. Good night
Member 97 posts
Registered: Jan 2006
Member 85 posts
Registered: May 2006
omg a build of ezquake without weapon animation bug \o/
wewt
Member 357 posts
Registered: Mar 2006
I basically had to raw convert this from my netQuake code, but I had no means to test the QW version. I cant even compile ezQuake (dependencies etc unconfigured somewhere), atleast its a step in the direction i took for mine. I'm sure the decal code would be easier to port over
Member 312 posts
Registered: Jun 2006
Some news of player's skin, the work goes slowly but certainly : Stay tuned...
Member 1102 posts
Registered: Jan 2006
Member 1026 posts
Registered: Feb 2006
Member 1754 posts
Registered: Jan 2006
looks like he's wearing mittens also try wider kneepads? less than that, WOW as aquashark said
Member 805 posts
Registered: Mar 2006
https://tinyurl.com/qwbrasil - QuakeFiles
Member 79 posts
Registered: Jan 2006
is it just me or is that Q1-logo on the chest out of place? i mean, i dont see any reason why it would be there?
otherwise awesome work
Member 805 posts
Registered: Mar 2006
is it just me or is that Q1-logo on the chest out of place? i mean, i dont see any reason why it would be there?
otherwise awesome work One reason, it's cool! https://tinyurl.com/qwbrasil - QuakeFiles
Member 23 posts
Registered: Mar 2006
where do i put/name it... ezquake [@p_jnco]: if you were a nerd bar, youd be king sized
Member 312 posts
Registered: Jun 2006
Administrator 1864 posts
Registered: Feb 2006
thats a big step up, looks alot more quakish now Just one thing, would it be possible to have 2 versions? one like the v3 and one without the Q, the bullet holes, and the tatoo?
Member 312 posts
Registered: Jun 2006
Yeah Zalon, indeed. I planned to make : -an classic version for the fanboyZ, -an extra version for the others. Ps : I've lot of work on hands/rocket launcher
Member 1102 posts
Registered: Jan 2006
I wanted to request the same like Zalon Awesome skinning, you rock!
Member 1011 posts
Registered: Feb 2006
always amazing how these superb skinners / modellers seem to pop up from nowhere and provide the goods look forward to seeing ingame shots of v3
Member 1754 posts
Registered: Jan 2006
what oldman said..
News Writer 493 posts
Registered: Jan 2006
Prime: his face still looks a bit thin. the black area inbetween his face and his helmet is the cause of this, I think. can you widen his face a bit and see how it looks? Also, can we see more defined fingers? And finally his boots look like metal
Member 312 posts
Registered: Jun 2006
Like this 4 the face ? I would finish by hands, be patient ;-)
Member 1011 posts
Registered: Feb 2006
you need to really see it wrapped around the 3d model before you can judge and make changes to proportions e.g., width of face
News Writer 493 posts
Registered: Jan 2006
seeing it on the model is probably better, but the face looks really good now
Member 1754 posts
Registered: Jan 2006
it does look better, but I still can't help thinking his kneepads are too small(thin)
News Writer 493 posts
Registered: Jan 2006
yeah, they should be just a bit shorter and a lot wider
Member 312 posts
Registered: Jun 2006
you need to really see it wrapped around the 3d model before you can judge and make changes to proportions e.g., width of face Yeah oldman, u're right Check !It's possible that i'm wrong, but imho, first version is better... it does look better, but I still can't help thinking his kneepads are too small(thin) Kneepads will soon be widened ;-)
|
|
|
|