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Member 34 posts
Registered: May 2007
Basic question wher to put b_models (md3 format) in ezquake ??
Member 805 posts
Registered: Mar 2006
everything (textures and models) in subfolder progs!
ezquake\progs (only ezquake will see them) or id1\progs (all nq and qw clients, with md3 support, will see them) or qw\progs (only qw clients, with md3 support, will see them)
of course you can put them in a subfolder for a specific mod, but then they'll be available only for this mod. https://tinyurl.com/qwbrasil - QuakeFiles
Member 715 posts
Registered: May 2006
---Where can you see lions? Only in kenya! Come to kenya we've got lions.
Administrator 2058 posts
Registered: Jan 2006
updated my ruohis pack with the axe
http://emp.f.nu/qw/ruohis-models.rar
looking good ruohis, the hand just needs some improvement!
Member 251 posts
Registered: Mar 2006
i know, i also have to animate the hand slightly for some wrist movement. need to make the hand slightly thicker so that it looks like a real glove and not just a tight rubber glove then i'm having slight problems figuring out where to position the axe, need to do some comparison with the original model. also some slight texture improvements, mostly the axe handle... looks a bit too light at the top. Basic question wher to put b_models (md3 format) in ezquake ?? the final release will just be a pk3 file you put in the qw, id1, ezquake or whatever client you are using folder... and thanks vegetous, but you just answered where you put models, when the question was about ammoboxes :p theese go in qw\maps, id1\maps, or ezquake\maps..... and so on... both textures and models go there. but yeah, basicly same answer as vegetous gave but different folder
Member 715 posts
Registered: May 2006
Btw, it looks like the guy is holding the axe in his left hand, but swinging it from the right? ---Where can you see lions? Only in kenya! Come to kenya we've got lions.
Member 251 posts
Registered: Mar 2006
did you check that ingame, i corrected that a bit after rendering the image a few posts up...
Member 344 posts
Registered: Apr 2007
** Scroll down this post for download links! **I'm here again for those who remember (and some may have seen my web page url going around http://www.kolumbus.fi/ruohis/index2.htm ), back from military (well been back for over 9 months now), but now i'm back to give models to the people Saw some msg about my work when browsing the web, then i noticed this place was back up so thought i'd register and get the modelling scene going again. My modelling and texturing skills have improved since i last did anything, curently working on a high detail, high poly, faithfull model set that i almost abandoned about a year ago. View my progress/* Edit Allrighty, what's going on since i first started this post... well, I'we joined the Quake Remodelling Project (http://facelift.quakedev.com/remodel). To save truble i'we added links to current models that are avalible to download for testing so that you can better comment on my work. http://www.kolumbus.fi/ruohis/temp/feedback_pack.rar The first pack of most the models, some of theese models have been updated later on, and will be released all at once later (this is not an official release, this pack includes some models that are not avalible in the links below (for example the lavaball :p), however the links below are the most current versions) http://www.kolumbus.fi/ruohis/temp/b_models_other.jpg http://www.kolumbus.fi/ruohis/temp/b_models_other.rar For fte, put ALL the textures in the textures folder!!! armor textures only work in fteNewest prgoress: b_modelshttp://www.kolumbus.fi/ruohis/temp/new/b_models.jpghttp://www.kolumbus.fi/ruohis/temp/bigger/b_models.rar armorhttp://www.kolumbus.fi/ruohis/temp/new/images/armor_1.jpghttp://www.kolumbus.fi/ruohis/temp/new/images/armor_2.jpghttp://www.kolumbus.fi/ruohis/temp/new/images/armor_3.jpghttp://www.kolumbus.fi/ruohis/temp/armor/md3_armor_improved.rar (md3) <- ftequake http://www.kolumbus.fi/ruohis/temp/armor/mdl_armor_improved.rar (mdl) <- ezquake v_modelshttp://www.kolumbus.fi/ruohis/temp/new/images/v_shot.jpghttp://www.kolumbus.fi/ruohis/temp/new/images/v_shot2.jpghttp://www.kolumbus.fi/ruohis/temp/new/images/v_nail.jpghttp://www.kolumbus.fi/ruohis/temp/new/images/v_nail2.jpghttp://www.kolumbus.fi/ruohis/temp/new/images/v_rock.jpghttp://www.kolumbus.fi/ruohis/temp/new/images/v_rock2.jpghttp://www.kolumbus.fi/ruohis/temp/new/images/v_light.jpghttp://www.kolumbus.fi/ruohis/temp/new/v_models.rar g_modelshttp://www.kolumbus.fi/ruohis/temp/new/images/g_shot.jpghttp://www.kolumbus.fi/ruohis/temp/new/images/g_nail.jpghttp://www.kolumbus.fi/ruohis/temp/new/images/g_nail2.jpghttp://www.kolumbus.fi/ruohis/temp/new/images/g_rock.jpghttp://www.kolumbus.fi/ruohis/temp/new/images/g_rock2.jpghttp://www.kolumbus.fi/ruohis/temp/new/images/g_light.jpghttp://www.kolumbus.fi/ruohis/temp/new/g_models.rar projectileshttp://www.kolumbus.fi/ruohis/temp/new/images/grenade.jpghttp://www.kolumbus.fi/ruohis/temp/new/images/missile.jpghttp://www.kolumbus.fi/ruohis/temp/new/images/spike-s_spike.jpghttp://www.kolumbus.fi/ruohis/temp/new/projectiles.rar powerupshttp://www.kolumbus.fi/ruohis/temp/new/powerups.jpghttp://www.kolumbus.fi/ruohis/temp/new/powerups.rar runeshttp://www.kolumbus.fi/ruohis/temp/new/runes.jpghttp://www.kolumbus.fi/ruohis/temp/new/runes.rar keyshttp://www.kolumbus.fi/ruohis/temp/new/keys_new.jpghttp://www.kolumbus.fi/ruohis/temp/new/keys.rar an official release will be made when models are ready, models will be released in a number of packs, and each pack seperatly when it is done, the packs will be: v_models g_models b_models items powerups projectiles armor Please post thoughts and improvment ideas. can you please make mdl versions of the keys and powerups? I know you had the quad one up before and I have that one! =]
Member 1026 posts
Registered: Feb 2006
jeeez.. why did you quote the huge-ass first post?
Member 344 posts
Registered: Apr 2007
I don't know, for a comical unnecessary factor. I love these md3 models, but my comp is sorta old and I drop to like 50 fps sometimes during battles. I'm sure the keys and powerups(minus the quaddama because you already released an mdl version) can all at least be converted to models right? I know the md3 bmodels can't because they are too complex or whatever. I don't care about the pent, I like the original better. but man, do these ever look nice. I think the shotguns are the best out of the v weap pack, I think the other ones can use a bit more of a better texture. the gl looks kinda fat, but the structure is nice...same goes for the lg, because it looks kinda fat too. the v_axe is looking great man, but I would prefer it without a glove. you know ranger is too hardcore to wear a glove for that axe. right now I basically use both of Prime's shotguns, faithful axe, and the rest is all plagues. are you going to make an idle movement with the axe? that might look cool. would it also be interpolated since its md3?
Member 251 posts
Registered: Mar 2006
thanks for the long feedback, me like a lot I love these md3 models, but my comp is sorta old and I drop to like 50 fps sometimes during battles. this has been known to happen with some engines that don't have that much perfected the md3 support. I'm sure the keys and powerups(minus the quaddama because you already released an mdl version) can all at least be converted to models right? i recently only discovered quark, http://quark.planetquake.gamespy.com/ , from what i read it should be capable of converting md3->mdl, but havent had time yet to try it out. if so then a mdl release might be in place, since none of the models go over mdl polygon/vertice limits (2048), the problem with quick3D is that the texture cordinates gets mirrored vertically and the vertice/polygon count might pop over the limit :/ I know the md3 bmodels can't because they are too complex or whatever. true, especially the nailboxes go way over the limit... mostly because i desided to model every nail... because it looks cool I don't care about the pent, I like the original better. that i still aim to redo. i don't like it either, it's not equally powerfull looking as the quad but man, do these ever look nice. I think the shotguns are the best out of the v weap pack, I think the other ones can use a bit more of a better texture. the gl looks kinda fat, but the structure is nice...same goes for the lg, because it looks kinda fat too. i agree about the textures, but i don't agree with the fat part, you guys are just too used to the old vert thin model but i'll see if i can scale them down a bit if it would help... nothing big though... the v_axe is looking great man, but I would prefer it without a glove. you know ranger is too hardcore to wear a glove for that axe. the player.mdl is textured with a glove on the hand, imo it is more suited that the v_model should also wear a glove... are you going to make an idle movement with the axe? that might look cool. would it also be interpolated since its md3? the animation is based on frames: frame1: idle frame2-5: swing 1 frame6-8: swing 2 frame9: same as idle don't know if this makes any sense to anyone, but it's a bit hard to make idle movement because it needs more frames... this is for all you who have something to comment, DO IT no point complaining after the final release comes out if you haven't said anything... i'll take mostly anything into consideration
Member 344 posts
Registered: Apr 2007
the player.mdl is textured with a glove on the hand, imo it is more suited that the v_model should also wear a glove... wow, I didn't even notice(probably because the original arm has no glove of course). I'm big on matching stuff like that as well. so its nice to know your about that! I really appreciate you taking your time responding to everything I had to say. it is funny to think about why some developers for games don't think about stuff like that..maybe they figured it would give it more of a rough perspective. I personally call the gun the player.mdl holds in his hand the "universal cannon" since it represents any kind of gun like weapon hah. I just hope sooner or later vweps can be a simple on or off option so quakeworld can have a real new gameplay feel to it everywhere. its always funny to think that you never know what weapon someone has till they shoot it.
Member 344 posts
Registered: Apr 2007
the animation is based on frames: frame1: idle frame2-5: swing 1 frame6-8: swing 2 frame9: same as idle don't know if this makes any sense to anyone, but it's a bit hard to make idle movement because it needs more frames... I use qME and you can actually make a set of frames just for the idle movement and have it still sync like the axe. heres this custom model replacement for v_axe.mdl that I got from the CustomTF package(kinda dumb because its suppose to be an axe, but maybe they did it for laughs) for example(for anyone who is curious to know where I got the original knife in my knife models, this is the source). http://www.box.net/shared/4chsjukaza anyways, if you test that out..you'll see what I mean by having an interpolated idle movement since that looks kinda choppy. it basically has all the swinging that makes up the 8 frames and then just an extra set for idle. it all syncs well. I really do think if you make the axe have a sort of idle movement where the arm sorta moves it up and down that it'll make using the axe a much more interesting experience.
Member 251 posts
Registered: Mar 2006
actually remembered that after writing my reply, i'we used the same technique when animating some items when i was experimenting with animation... but didn't think it would apply in such a manner...
it would then be real nice if all weapons would have a slight idle movment, that is if it is possible.... at least with mdl, sadly i'm not sure how that works with md3. the real advantage of md3 is that you can have many different textures on a singe model, this would make a fire effect very easy to create with seperate textures for flame and transparency... but again, doesn't work for mdl... and not all models have enough space on the texture for the flame...
Member 251 posts
Registered: Mar 2006
the graphics discussion forums should have a seperate sticky post with all basic instructions and faq anyone up to the challange? up2, remember we had one on the previous forums a few years back...
Member 251 posts
Registered: Mar 2006
I don't care about the pent, I like the original better. I just had to do something about that... Old:New:http://www.kolumbus.fi/ruohis/temp/new/invulner.rar Better? More powerful?
Administrator 2058 posts
Registered: Jan 2006
Member 251 posts
Registered: Mar 2006
improved axe texture and animation... http://www.kolumbus.fi/ruohis/temp/new/v_axe.rar
Member 715 posts
Registered: May 2006
Really good axe animation, I like the adrenalin-style. ---Where can you see lions? Only in kenya! Come to kenya we've got lions.
Member 251 posts
Registered: Mar 2006
was trying to gather some inspiration, and in the process of not getting any ideas concerning the backpack or suit i did a few less useful models gib1 gib2 gib3 zom_gib
Member 215 posts
Registered: Mar 2006
It Takes A Tough Man To Make A Tender Rocketjump
Member 251 posts
Registered: Mar 2006
made some progress with the suit, added shoulder pads and did most of the texture cordinates, still needs a lot of tweaking before i can even imagine to begin texturing it... and yeah, the original model/texture had shoulder pads... backpack still remains very much undone... and armor needs some tweaking... possibly redoing... and yeah, the vents on the RL won't remain black holes for long... so a short summary of what remains: backpack: model halfdone armor: too flat at the front gib2, model done, texture cordinates undone suit: model done, texture cordinates undone v_rock2 & g_rock2: vents need a makeover v_axe: some minor tweaking anyone got anything to add?
Member 344 posts
Registered: Apr 2007
thats what I'm talking about! =]
Member 344 posts
Registered: Apr 2007
I personally think the original gib2 should be redone instead. just because of the fact that theres a lot of custom skins out there and some monsters use gib2 as well. because you know how we like to make things match/or make sense more ;o] other than that, amazing work! gib1 makes me hungry, its like chicken! Lol jk
Member 344 posts
Registered: Apr 2007
you know what? I took a good look at the gib2 and I decided the model looks pretty good. just make sure it looks like it would be from scrags, a player, and the other monsters who use it.
Member 344 posts
Registered: Apr 2007
http://www.kolumbus.fi/ruohis/temp/suit.jpghttp://www.kolumbus.fi/ruohis/temp/suit_back.jpgmade some progress with the suit, added shoulder pads and did most of the texture cordinates, still needs a lot of tweaking before i can even imagine to begin texturing it... and yeah, the original model/texture had shoulder pads... backpack still remains very much undone... and armor needs some tweaking... possibly redoing... and yeah, the vents on the RL won't remain black holes for long... so a short summary of what remains: backpack: model halfdone armor: too flat at the front gib2, model done, texture cordinates undone suit: model done, texture cordinates undone v_rock2 & g_rock2: vents need a makeover v_axe: some minor tweaking anyone got anything to add? I will feel much safer in that suit now. LOL oh, I love the spikes btw. they look SO PAINFUL lol, it makes me use the sng way more in multi-player.
Member 357 posts
Registered: Mar 2006
It would then be real nice if all weapons would have a slight idle movment, that is if it is possible.... It would be easier to code it in the engine, instead of worrying about adding more frames... VectorMA (view->origin, (0.3 * sin (cl.time * 0.3)), forward, view->origin); VectorMA (view->origin, (0.3 * cos (cl.time * 0.5)), up, view->origin); VectorMA (view->origin, (0.15 * cos (cl.time * 0.3)), right, view->origin);
Member 950 posts
Registered: Apr 2006
It would then be real nice if all weapons would have a slight idle movment, that is if it is possible.... It would be easier to code it in the engine, instead of worrying about adding more frames... +1
Administrator 2058 posts
Registered: Jan 2006
i remember that awesome gib model that was like.. an arm or something, from TFDE2 movie could you make several gib variants with different body parts? legs/arms/head/spine/etc? that would be pretty cool. i always wanted to have that nice gib from TFDE2
Member 156 posts
Registered: Mar 2007
i remember that awesome gib model that was like.. an arm or something, from TFDE2 movie could you make several gib variants with different body parts? legs/arms/head/spine/etc? that would be pretty cool. i always wanted to have that nice gib from TFDE2 The problem with this resides with the people who enjoy playing Singleplayer (like me). Like Trickle stated, It looks silly seeing limbs come from monsters such as a Scrag. The original Quake didn't have limbs, and for a good reason. Up to this point in time, I have yet to see some good gib models/skins. All of them either change the originals too much, have the wrong color, are too small, etc... The ones above look the best I've seen yet. Chunky, yet hard to tell exactly what the body parts are. This is perfect for universal gibs coming from anything, Human or Monster.
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