User panel stuff on forum
  96 posts on 4 pages  First page1234Last page
Graphics Discussion
2006-03-01, 14:41
Member
16 posts

Registered:
Feb 2006
As i was replacing most Quake textures by high resolution ones (the Retexturing and Remodeling Project does a great work here!) i was wondering if there are ANY high resolution player skins available. Or is this practically impossible to implement for any reason? There exists a very nice player head model, so somebody out there definitely has the skill of actually drawing a nice player skin.

On the other hand i was playing around with an .md3 player model from Plague's PAK but i didn't get it to work with ezQuake. After typing cl_camera_tpp 1 the player was actually invisible. Interestingly if i walk in front of a turb texture (tele, water, lava), the turb-texture will have a hole in it in form of the new player model. If there is any interest i can put up a screenshot. Maybe anyone else had success with an .md3 player model in ezQuake.

So is there a way to have a nice looking player model in ezQuake? And if yes, where can i find it? :-)
2006-03-01, 15:16
Member
1026 posts

Registered:
Feb 2006
check this out: http://www.quakeone.com/qrack/
(Qrack is a nice NetQuake engine btw, based on JoeQuake)

24-bit player skins (the fourth link on the page)
never tried them in Fuh/EZQuake. post your results if you'll try them
god damn hippies >_<
2006-03-01, 22:12
Member
1011 posts

Registered:
Feb 2006
this old head gib skin from RaRe looks pretty good ingame

h_player_0.png
2006-03-02, 09:05
Member
1026 posts

Registered:
Feb 2006
ok.. so for the skins found on the Qrack engine page you have to set gl_nocolors 1 to make them work.
they look very good. the only downside is: you can't use them in teamplay because all the players would have the same skin (doh!)

maybe converting them to .pcx and load them as normal skin would fix this.. i shall research on this too ^_^

later edit: i resized the .png, converted to .pcx, decreased the palette to 256 colors and..

http://img102.imageshack.us/img102/694/ezquake0002of.th.jpg


bad idea! :/
looks kind of psychedelic though ^^
god damn hippies >_<
2006-03-02, 13:55
Member
16 posts

Registered:
Feb 2006
Heh, it definitely seems to have the wrong 256 color palette...

I tried the player.mdl from the qrack engine yesterday but without gl_nocolors set to 1 (didn't know about it). No success.

Did you test the gl_nocolors 1 setup with ezQuake? Or with which client?

Anyways, the link to the qrack engine was excellent as it offered some paks for download that included exactly those HUD elements i was looking for in this thread. Thanks for it. :-)

Ok, it seems that high resolution player skins/models might be a problem because of the top and bottom coloring. Damn.

@oldman:
Yes, the head texture is really nice. But even nicer is the complete new head model i found somewhere. With about the same skin but the model is much more detailed than the original model.

btw: did anyone release or find any new gib models? Ok, probably just very few people have their gibfilter disabled so there is virtually no need for new gib models, but it would indeed be fun to check them out. :-)
2006-03-02, 15:54
Member
1026 posts

Registered:
Feb 2006
you don't need to install the player.mdl in that pack.
just drop the player_0-14.png to /textures/models and rename the one skin you like most into player_1.png
..and in EZQuake set gl_nocolors 1 and.. voila!

they look awesome by the way
god damn hippies >_<
2006-03-03, 11:24
Member
357 posts

Registered:
Mar 2006
Basically,
What I do in qrack takes a bit more effort than for qw, but

in qw it would just require updating player->skin = player->real_bottomcolor in CL_ProcessUserInfo
then adding a cvar for 24bitskins and add it to that line above like
if (cl_24bitskins.value){
player->skin = player->real_bottomcolor;
}

then in R_DrawAliasModel

update this line to
if (ent->scoreboard && !gl_nocolors.value && !cl_24bitskins.value) {

After that, the engine will use player_x.tga (x = skin number), for the skin
because the default texture is texture = paliashdr->gl_texturenum[skinnum][anim];

Each image corresponds to real_bottomcolor , ie player_0.tga = white, _3.tga = green, etc...

Atleast this is how it works for NetQuake engines.

The reason i include a new player.mdl is because it has to have 13 skins so
the 24bit textures have a skinslot to assign them to.

otherwise you can just use1 skin and gl_nocolors for FFA games and every1 looks the same

Maybe some1 could add it to fuh/ezQuake ? enjoy..
2006-03-10, 04:00
Member
805 posts

Registered:
Mar 2006
http://img50.imageshack.us/img50/9018/hplayer05ph.png


http://img50.imageshack.us/img50/8226/player03ul.png


Made a long time ago by Rare and released at fuhquake's forum.
https://tinyurl.com/qwbrasil - QuakeFiles
2006-03-10, 07:25
Member
248 posts

Registered:
Jan 2006
To small biceps, Dag cant use that skin
2006-03-10, 08:43
Member
188 posts

Registered:
Jan 2006
Hangman wrote:
To small biceps, Dag cant use that skin

true
2006-03-10, 09:10
Member
55 posts

Registered:
Mar 2006
Aquashark wrote:
you don't need to install the player.mdl in that pack.
just drop the player_0-14.png to /textures/models and rename the one skin you like most into player_1.png
..and in EZQuake set gl_nocolors 1 and.. voila!

they look awesome by the way

does this really work? i won't get it to work unfortunately. never knew that ezquake supported 24-bit playerskins neither.
2006-03-10, 10:41
Member
55 posts

Registered:
Mar 2006
sLoP wrote:
btw: did anyone release or find any new gib models? Ok, probably just very few people have their gibfilter disabled so there is virtually no need for new gib models, but it would indeed be fun to check them out. :-)

the awesome deathmatch mod 'painkeep' has alternate gib models.
2006-03-12, 18:15
Member
39 posts

Registered:
Mar 2006
vegetous wrote:

how do I enable this in fuh?
...remember when you were young, you shone like the sun...
2006-03-12, 18:22
Member
1026 posts

Registered:
Feb 2006
gl_nocolors 1
god damn hippies >_<
2006-08-25, 12:01
Member
312 posts

Registered:
Jun 2006
I adapted (4 the fun) the moo's md3 model texture for the qw's mdl model...

http://quakearea.free.fr/stuff/skins/player/player_v1.png
2006-08-25, 12:10
Member
628 posts

Registered:
Jan 2006
looks cool! =>
2006-08-25, 12:27
Member
1026 posts

Registered:
Feb 2006
well.. post the skin already
god damn hippies >_<
2006-08-26, 00:17
Member
805 posts

Registered:
Mar 2006
Where can we download it?
https://tinyurl.com/qwbrasil - QuakeFiles
2006-08-26, 13:24
Member
312 posts

Registered:
Jun 2006
You can find it here.
I'm work on more brightskins for Ctf (green/red/white/blue/etc...).
2006-08-26, 13:49
Member
1011 posts

Registered:
Feb 2006
very nice
2006-08-26, 15:23
Member
1754 posts

Registered:
Jan 2006
looks like he pooped himself :/
nice sking otherwise
2006-08-26, 18:10
Member
805 posts

Registered:
Mar 2006
Nice, thanks!
https://tinyurl.com/qwbrasil - QuakeFiles
2006-08-26, 20:07
Member
1011 posts

Registered:
Feb 2006
this is now actually quite a decent crack at a replacement skin for the default model, worth working on

i think the arms look too bright ingame, perhaps you could apply a simple darkening filter to them or (even better) add more definition / detail like the ranger's arms in q3a, the gloves and boots are also very basic and have some bad colour banding, perhaps these could be cleaned up / have more detail added?
2006-08-26, 21:33
Member
1754 posts

Registered:
Jan 2006
I meant the lump on his ass PrimeviL
2006-08-26, 23:33
News Writer
493 posts

Registered:
Jan 2006
very nice skin.

I agree with peppe, the lump on his ass is too defined (looks like he spends all of his free time on the stairmaster 2000).

The lump has to be a bit wider and less defined.

As for his face, the first skin you posted his face looked much better and much more faithful. The only problem with it was his cheekbones are too defined. Same thing as his ass... just add some fat and remove some muscle. He's also showing too much teeth, his mouth expression should be more like the second skin.. more like an evil, violent grin than one from a rottweiler.

With those changes I think we have a really noteworthy skin replacement. Good job,.
2006-08-27, 09:49
Member
312 posts

Registered:
Jun 2006
As I said it, textures are not mine, they're mOO's textures. I only adapted/remixed them for .mdl model.

Atm i'm working on very high resolution player skin, and this time textures are mine
Don't flame it too quickly, it's just wip and i've lot of work on this project :

http://quakearea.free.fr/stuff/player/head_ranger.jpg


;-)
2006-08-27, 14:01
Member
518 posts

Registered:
Jan 2006
the skin is looking nice, but is it possible to have teamskin and enemyskin in 24bit?
2006-08-27, 14:52
Member
805 posts

Registered:
Mar 2006
I think QRack can, and maybe the next ez build could do it too!
https://tinyurl.com/qwbrasil - QuakeFiles
2006-08-27, 15:39
Administrator
2058 posts

Registered:
Jan 2006
that head is looking really hawt

but the teeth look like they are from extreme makeover

make them bloody and dirty!
2006-08-27, 15:50
Member
1754 posts

Registered:
Jan 2006
nice work PrimeviL, looks really good
so the .mdl is coming?
  96 posts on 4 pages  First page1234Last page