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Administrator 1864 posts
Registered: Feb 2006
It's the original quake model, with mesh smoothing
Member 251 posts
Registered: Mar 2006
scrap that last, the new player model work in progress is gone due to a brand new hard disk faliling... luckily everything else was backupped...
Administrator 1864 posts
Registered: Feb 2006
WTF?!? ? YOU FINALLY START WORKING ON THE PLAYER MODEL... AND YOUR HD CRASH?!=!= WHAT HAVE I DONE OH... CRUEL CRUEL WORLD
Administrator 2058 posts
Registered: Jan 2006
That's QuakeWorld in a nutshell.
Member 251 posts
Registered: Mar 2006
ok, back on track, now i have a new model without any texture, and the old model with full animation, now to figure out how to combine the animation to the new one...
Member 228 posts
Registered: Mar 2007
Dumb question..... will this new player model be compatible with vweps or will they all have to be reworked?
Member 251 posts
Registered: Mar 2006
i'll do my best to have the hands in the same position as in the original model, throught all the animation frames, will also be making my own set of v_weps using my own remodelling project models, and i will try to make all go together with everything...
Administrator 1864 posts
Registered: Feb 2006
Member 251 posts
Registered: Mar 2006
what i'we managed to pull together after the hard disk falure... looks a bit better than the last shot...
Member 793 posts
Registered: Feb 2006
rawr the arms look a bit too short. this will take a looong time too animate though, doesnt it? i didn't understand the bit about importing the animation from the old model. does that mean this has a change to be released in 2008? keep up the great work.
Member 251 posts
Registered: Mar 2006
well i don't either first i have to rig the bones perfectly so there is minimum distortion in the model during animation, then i have to make the actual animation, would be easy if i could somehow duplicate the animation from the original model, but if nothing else i can use it as a reference...
Administrator 2058 posts
Registered: Jan 2006
Will this be .mdl or .md3?
Member 344 posts
Registered: Apr 2007
Will this be .mdl or .md3? md3 of course
Administrator 2058 posts
Registered: Jan 2006
Since 95% of the qw players use ezQuake which basically doesn't support md3, I wouldn't say "of course".
Administrator 1864 posts
Registered: Feb 2006
fix it now plz
Member 357 posts
Registered: Mar 2006
If the model is just 1 md3 not head.md3 , torso.md3 , and legs.md3 then, ezQ should be able to support it. It's easier to port to md3 than mdl isnt it? I find it very frustrating when I see places like turbosquid spitting out endless models, when anyone from that website can make us a player model in a matter of weeks. If I saw a quake1 compatible player model on turbosquid for $100 i'd gladly pay for it if it was a simple drag and drop into the /progs folder!! Grrr! i didn't understand the bit about importing the animation from the old model. Well, I was able to use a filter to smooth the mesh. That simple modification altered the entire model, and all subsequent animations, (all i did was a few mouse clicks and the model looked 2x to me). I was hoping, that one could simply edit the base model and the "changes" would carry through out as well.
Administrator 1864 posts
Registered: Feb 2006
is it possible to request work on turbosquid?
Member 251 posts
Registered: Mar 2006
1. md3, already exceeded to mdl polygon limit even though i'we tryed to cut useless polygons and lower detail where it is not needed... 2. 1 md3 file and not many, won't go over the md3 polygon limit, that would be rediculous... 3. yes, only a few clicks and you have exported a fully working md3 model with animation and texture cordinates from 3d studio... 4. not possible to directly import the animation from the old model since that has to do with moving vertices around in each frame, and there is no skeleton. what i was thinking if it would be possible to build a skeleton inside the original model, attatch that to many vertices so that it would follow the same animation, thus have a animated skeleton you could use to animate the new model... or then just animate a skeleton frame by frame following the original models movements... witch i'm sure is the hardest way... if i would only know more about animation, but hey... why i started this... so that i would learn :p
Member 344 posts
Registered: Apr 2007
Since 95% of the qw players use ezQuake which basically doesn't support md3, I wouldn't say "of course". every model Ruhois makes now is md3. thats why I said of course, because its dead obvious. ezQuake just needs to fix the lighting on the md3 models.
Member 251 posts
Registered: Mar 2006
if someone didn't understand the 4th point in my last post... was working on that and made this preview that illusterates my point better: http://www.kolumbus.fi/ruohis/animation_test.avi So basicly i'we attached several so called dummys (green boxes) on to sertain faces in the original model with animation, then i made a bone skeleton (displayed here in red) for the legs basicly just attatched the bones to the dummy points. kind of like reverse animation capturing... or something similar... now i could basicly put my model in a similar position, then use the bones to animate the new model... i think this should work, my first attempt ever :p
Member 793 posts
Registered: Feb 2006
ah that's cool. so we get a nice shiny new model with the animation we're used to. i'm sure it's not as easy as it looks. good luck with this.
Member 1754 posts
Registered: Jan 2006
I can't watch that .avi ( it's just a gray screen with clicking sounds
Member 705 posts
Registered: Feb 2006
get MPlayer it supports the format -> VIDEO: [CRAM] 400x300 16bpp 10.000 fps 1838.9 kbps (224.5 kbyte/s) ========================================================================== Opening video decoder: [ffmpeg] FFmpeg's libavcodec codec family Selected video codec: [ffvideo1] vfm: ffmpeg (Microsoft Video 1 (native codec)) ==========================================================================
Member 251 posts
Registered: Mar 2006
http://www.kolumbus.fi/ruohis/qrp/player/player.rar just exported the animated bones after finally getting it working in a decent way, still some animation "gliches" but i'll post more when i have more
Member 793 posts
Registered: Feb 2006
http://www.kolumbus.fi/ruohis/qrp/player/player.rar just exported the animated bones after finally getting it working in a decent way, still some animation "gliches" but i'll post more when i have more i'm all excited but i can't tell what this is because the model shows up all black in my qw. is this a different model than the standard one? also player.png shows up as a 100% dark-red. is it supposed to be fullbright or something? edit. ok, i tested this in ezq 2.0. this is fantastic imo! the bonemodel moves very fluent and believable. it really is the same or almost the same as the old model. i only get minor fps drops even with 3 players or more on screen, except for once when i dropped from 200 fps to 40 but i couldn't reproduce it. so where do you go from here? can you use this as the 'bone structure' for your other new model? have you done all the animation or is there still more to do? i didn't notice anything missing...
Member 251 posts
Registered: Mar 2006
yeah, that's the complete animation there... now comes the long process of rigging the bones to the new model so that the animation is fluent and not distorted.. and i'we never done that in a scale this big... so it will take time
Member 27 posts
Registered: Apr 2007
Hows this stuff going? looks great. When will ezquake properly support .md3 ?
These guys who make new textures and models for this great game should setup a donations page, so anyone who wishes to can make a small donation.
Member 5 posts
Registered: Sep 2009
i second this notion! - how are you guys going with this awesome job!
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