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Member 637 posts
Registered: Jan 2006
I'we got some wery veird things to say, I vill tell you about them once you'we found some time to be wery interested http://slip.4.pl/ - unblocking myspace facebook firewall
News Writer 493 posts
Registered: Jan 2006
he never left. bug him in #qrp =)
Member 251 posts
Registered: Mar 2006
so i just tested the new ezquake (well new to me), seems the problems with normal mapping are gone \o/... but hey, how are the fps? are there still issues with md3 + ezquake = low fps?
Member 80 posts
Registered: Mar 2007
so i just tested the new ezquake (well new to me), seems the problems with normal mapping are gone \o/... but hey, how are the fps? are there still issues with md3 + ezquake = low fps? Dont really think so, Im using some md3 models right now and no fps-drop for me. Time for you to start doing some new models
Member 26 posts
Registered: Apr 2007
Hello Ruohis, can you do the models compatibly for darkplases?
I have renamed the md3 to mdl,but the grenade and missile are no smoke in DP, and models do not turn.
Member 251 posts
Registered: Mar 2006
dont' know about darkplaced md3 support... mdl has the smoke and rotate tags written inside the model for other engines that use md3 (witch don't have the tags in question) have written in the engine witch models are suposed to rotate and have smoke trails... so you can't just rename md3 to mdl... totally different filetypes...
Member 26 posts
Registered: Apr 2007
I had to rename md3 to mdl, but it does not go in DP. some Screens MD3 MDL
Member 60 posts
Registered: May 2006
my model md3 rant....(intel from spike) Rygels right, for darkplaces .md3 are meant to be renamed to .mdl And md3 do have flags(like mdl) that are not used in Quake3Arena (unlike quake1l) so unfortunately you can make a grenade.md3 file and have it shoot blood trail sideways instead of smoke, for darkplaces that is. And i know of no md3 editor that can set them and my max exporter seems to create random flags. For FTE since it compaitable with darkplaces theres a command "mod_md3flags 0" that'll turn on/off the flags on the md3. Theres nothing like this in Darkplaces (that i know of). So for darkplaces you can find a md3 editor/compiler that'll let you set flags or you can hex-edit your md3s. The bytes in question are at bytes 60 to 63 (byte 0 being the first byte of the file). Set theses bytes to 01 00 00 00 for the rockets, 02 for grenades, and 04 for gibs. 08 for spinning pickups. (thanks Spike). I have a experimental md3 pak thats had this done... in attempt to make a md3 pak that can be used with EZquake, FTE and Darkplaces. Unfortunately EZquake doesn't load flags or textures if you rename a md3 to mdl, so you end up with a white models that don't rotate or leave trails. Damn differences between engines
Member 1 post
Registered: May 2007
On beta2 pack: The faithful bmodels are great. But, some of them are to small. IMO the size proportions compared to the original models are very important. Especially the smaller nails and shells are to small. Else they look great. The lg in the beta 2 pack is also great. Best I've seen to date. It's only 2 minor changes from perfection in my opinion. The beam that connects the two "pins" on both sides when firing the weapon should only have the fat one, not the small one that circulates it, the small one looks a bit crappy and makes no sense at all. Second, the same "pins" have two small spikes on them where they connect to the rest of the gun. IMO these small spikes should go as it looked better without them in the previous version of the model. Else its prefect. Don't change anything else on this model. The textures/colors and everything are flawless. The quad, pent and ring models: the quad is nice (the one thats not rounded). The pent shouldn't be rounded and more faithful too. The ring is perfect. Though, is it only me or do both the penta and quad seem smaller than the original models? Again I can't stress enough the GREAT importance of size proportions compared to the original models. Feedback on the other models: The grenade model (the one thats shot out) is to fat on the "fat end". Also the fat end shouldn't be totally rounded. More like a cone. |> like that. Also here size proportion The spikes (shout out from ng and sng). Perhaps do a faithful model here thats only like |>? It should be easy and fast to do I guess? I personally don't like the "realistic" spike one And since it's so small and hasn't got much details it probably wouldn't take to long to make one for us who wants a more faithful one? Finally, I must say the lavaball is SWEET!
Member 251 posts
Registered: Mar 2006
allright, i'll make some notes... and if someone is wondering if i have once again dissapeared, i was on a 3 week job assignment so... but now i'm back from that..
Member 100 posts
Registered: Feb 2006
whats now with the multiskins (like armor_0 armor_1 etc) with MD3-models for ezquake?
Member 251 posts
Registered: Mar 2006
I have no idea how to work that out on ez... i'm open to knowlidge if avalible http://www.kolumbus.fi/ruohis/temp/bigger/b_models.rar sorry for the dark image but just something to show the difference, now the small ammobox models are the same size as the original ones please let me know if there is something more i should fix regarding the b_models... i'd like to have one pack that would be as close to 100% completed as possible.
Member 251 posts
Registered: Mar 2006
something i'm working on curently... as you may see i'we based the model on primevils armor texture. it has a lot less polygons and looks a lot better and more faithfull than the last armor i modelled... third time's the charm ^^ so what do you think? i'we also redone all the texture cordinates for the weapon models (both v_ and g_) and remodelled the nailgun, only thing missing now is textures, witch i'll guarantee you will most likely be awsome oh, and the ingame model you see in the shots, its MDL! so it will work in ezquake with textures
Administrator 2058 posts
Registered: Jan 2006
Member 1102 posts
Registered: Jan 2006
Those bmodels are incredible.
Member 251 posts
Registered: Mar 2006
md3 version, screenshots from fte. did some improvements to the model from the last post a few hours ago... here's a few links so you can try it out and thus better give me feedback... http://www.kolumbus.fi/ruohis/temp/armor/md3_armor.rar http://www.kolumbus.fi/ruohis/temp/armor/mdl_armor.rar and yes... I KNOW, the shoulder pads look a bit large in the images, but somehow imo they don't seem that hudge in game...
Member 950 posts
Registered: Apr 2006
Great job Can't wait to see more
Member 950 posts
Registered: Apr 2006
Interesting to compare both... Progress is here:
Member 55 posts
Registered: May 2007
I'll take the left armor over the right armor anyday. The shoulder pads are way too big, giving the armor a unneeded bulky look. Help me understand the little that I know.
Member 251 posts
Registered: Mar 2006
hehhe, well this is for those that want that something extra and as you can see from the image, i took the pads in a bit
Member 1102 posts
Registered: Jan 2006
I like the shoulder pads. The colors need some tweaking for my tastes though. The red armor is perfect, the green is too neon-light-ish, needs some darker tone. The yellow is too "green", could be more golden. Apart from that the models are incredible.
Member 312 posts
Registered: Jun 2006
Wow, GG !!!!!! Second version is more faitlfull dude
Member 55 posts
Registered: May 2007
Hah, that looks better! Help me understand the little that I know.
Member 312 posts
Registered: Jun 2006
Ruohis, i have a question for u :]
How can u add ur skin to ur .mdl ??? I try to make the same thing with my skins for my debuged models but it doesn't work...
Ty in advance, dude.
News Writer 493 posts
Registered: Jan 2006
Member 715 posts
Registered: May 2006
---Where can you see lions? Only in kenya! Come to kenya we've got lions.
Member 1754 posts
Registered: Jan 2006
Member 251 posts
Registered: Mar 2006
How can u add ur skin to ur .mdl ??? I try to make the same thing with my skins for my debuged models but it doesn't work... i use qme3.0 to add the skins, i resize the textures and convert them to the quake color palette witch i have stored, save as pcx or bmp and simply import to qme.. allthough currently if i convert with quick3d md3->mdl, i also have to invert the texture vertically due to the fact that quick3d is crappy... hey, btw primevil... could you join #qrp @ irc?
Member 312 posts
Registered: Jun 2006
*joined*
Ty for ur answer ;>
Member 251 posts
Registered: Mar 2006
http://www.kolumbus.fi/ruohis/temp/armor/md3_armor_improved.rar http://www.kolumbus.fi/ruohis/temp/armor/mdl_armor_improved.rar some slight improvements, pads are smaller, a notch darker and texture is not that neonish...
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