|
|
|
Member 705 posts
Registered: Feb 2006
nothing has been improved since last time for md3 support
Member 215 posts
Registered: Mar 2006
i think it's about time i say this because it looks like electro isn't going to. Electro told me that he has stopped working on this project entirely and indefinitely, and he is working on other things instead. as for his reasons i will give him the chance to say what he wants maybe if everyone bugs him enough he will come back to this!! >:] because i can assure you he is 'around' It Takes A Tough Man To Make A Tender Rocketjump
Member 1102 posts
Registered: Jan 2006
Understandable. It would not be very smart to invest so much work into a model if no-one could use it anyways.
Member 19 posts
Registered: Mar 2008
Ugh.. but we need a player model to make Free Quake...
Member 86 posts
Registered: Aug 2007
purplehaze is right, I'm still around and yes, I've stopped working on the model indefinitely. Spirit is also right http://www.bendarling.net | http://www.reflexfps.net
Administrator 1864 posts
Registered: Feb 2006
i hate you
Administrator 888 posts
Registered: Jan 2006
wet in eyes Join us on discord.quake.world
Member 793 posts
Registered: Feb 2006
Member 132 posts
Registered: Apr 2007
so lets remove all reasons for electro not to keep working, we can begin with adding md3 support for ezquake and further, maybe start a donation? send him food, or somehow provide for his family.. what can we help you with Electro? *shivvering in desperation
Member 705 posts
Registered: Feb 2006
Member 86 posts
Registered: Aug 2007
super: you're the one most on the right track here... rather than people being sad... the focus should be turned towards ezquake, as proper md3 AT A BARE MINIMUM is needed.
To get absolute best results, something like FTE would be needed (md5 mesh, skeletal animation, csqc controllable bones). This would allow for all previous demos made in the past to work with the new model, and it'd be fully animated properly (running while firing! *gasp*)
If it turns out being a single piece md3, then really it's just going to look weird having a next-gen model in a 90's animation system. http://www.bendarling.net | http://www.reflexfps.net
Member 705 posts
Registered: Feb 2006
well, if you hadn't noticed there was a promise on your thread(might be on another one) cba to look it up right now. that support will be made if your model is completed.
Member 344 posts
Registered: Apr 2007
super: you're the one most on the right track here... rather than people being sad... the focus should be turned towards ezquake, as proper md3 AT A BARE MINIMUM is needed.
To get absolute best results, something like FTE would be needed (md5 mesh, skeletal animation, csqc controllable bones). This would allow for all previous demos made in the past to work with the new model, and it'd be fully animated properly (running while firing! *gasp*)
If it turns out being a single piece md3, then really it's just going to look weird having a next-gen model in a 90's animation system. I agree, ezquake would handle this well if it had fully working md3 support and csqc.
Administrator 1864 posts
Registered: Feb 2006
So where is the guy saying "I'll do it!"? :/
Member 370 posts
Registered: Mar 2008
I would like to see a new player model, the 1996 model is a bit....old.
Member 344 posts
Registered: Apr 2007
I'm sure once ezQuake has fixed md3 and has added csqc, it would then prompt Electro to finish in a heartbeat! plan of action, pester the ez dev into fixing md3 and adding csqc(I so would love to see running fire animation!)
I'll list the follow issues with md3 models on ezQuake as of now:
- they are completely fullbright. - massive fps hits when that shouldn't happen. - broken flags. example would be the pentagram not rotating.
this is all I gathered for now, engines like Qrack handle md3s flawlessly. I compared having md3 bmodels on ezQuake to having them on Qrack. there was no fps difference with the Qrack engine and ezQuake dropped the frames significantly.
Member 86 posts
Registered: Aug 2007
Yeah that's right Trickle. Someone on the ezq team took the incomplete md3 support that Spike added to FTE. Also note that I said md5 http://www.bendarling.net | http://www.reflexfps.net
Member 1435 posts
Registered: Jan 2006
ezQuake is open source and everyone is welcomed to contribute; currently we have someone working on CSQC support and we need much more help with that + md3
Administrator 1864 posts
Registered: Feb 2006
Member 86 posts
Registered: Aug 2007
Zalon: sure does http://www.bendarling.net | http://www.reflexfps.net
Administrator 1864 posts
Registered: Feb 2006
Member 271 posts
Registered: Feb 2006
News Writer 169 posts
Registered: Dec 2007
Spike can you please port FTEs md5 support to ezquake?
Member 271 posts
Registered: Feb 2006
why does ezquake need md5 when it has sha1?
Administrator 1864 posts
Registered: Feb 2006
News Writer 169 posts
Registered: Dec 2007
why does ezquake need md5 when it has sha1? Please just port the technology needed for us to have this new model, please.
Member 705 posts
Registered: Feb 2006
I'm afraid that won't happen for a while
Member 344 posts
Registered: Apr 2007
Member 86 posts
Registered: Aug 2007
You guys realise that FTE is drastically different, and it'd actually be a huge job to "port" across the stuff from FTE to EZQ right? http://www.bendarling.net | http://www.reflexfps.net
Member 344 posts
Registered: Apr 2007
yeah I'm aware, there has already been attempts of getting csqc into ez..but its been very difficult.
|
|
|
|