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Member 1011 posts
Registered: Feb 2006
the face is very nice
Administrator 2058 posts
Registered: Jan 2006
the helmet really looks like a robocop head or metallic hair
if the shoulderpads and helmet is fixed and the textures are improved, this player model could pwn real hard
Member 1754 posts
Registered: Jan 2006
cool model, now is it mdl or md3 and can we get colors working on it?
Member 518 posts
Registered: Jan 2006
Member 27 posts
Registered: Apr 2006
i think its possible for colors through one of those q3 shaders but i never checked in to it yet. http://media.putfile.com/facetest setup some simple controls to give the face a little movement for things like the pain and death animations. doubt anyone would even notice it in game though with the crappy 10fps animation and no interpolation.
Member 805 posts
Registered: Mar 2006
http://media.putfile.com/facetest \o/ https://tinyurl.com/qwbrasil - QuakeFiles
Member 1754 posts
Registered: Jan 2006
hahaha, that's friggin hilarious! : D
Member 518 posts
Registered: Jan 2006
loool haha, nice one
Member 1011 posts
Registered: Feb 2006
heh you can make matching face1-5.png elements for hud when you release the finished model
Member 447 posts
Registered: Jan 2006
Teamplay is nothing. Aim is everything. OBEY YOUR AIM
http://img178.imageshack.us/img178/9017/end2ub.jpg
Member 447 posts
Registered: Jan 2006
and some admin please fuck that anti-caps thing. it prevents me from expressing myself. Teamplay is nothing. Aim is everything. OBEY YOUR AIM
http://img178.imageshack.us/img178/9017/end2ub.jpg
Member 518 posts
Registered: Jan 2006
someone do a chuck norris player model?
Member 27 posts
Registered: Apr 2006
haha i don't think he does unless you are that close i was thinking the same thing earlier something about that made me think seagal and changing face is easy anyway.. got the colors working too thanks to the rgbgen script plague used for his model just hate that you need 2 extra tgas to do it.
Member 518 posts
Registered: Jan 2006
any thoughts about when the model is releas for testing? :>
2weeks?
Member 55 posts
Registered: Mar 2006
i'm able to test tomorrow too, if 2 weeks is too long
News Writer 2260 posts
Registered: Jan 2006
http://putfile.com/pic.php?pic=4/10522383379.jpg&s=x402 drew a sean connery face for him uv mapping finally finished now i can do the texture and start trying to figure out the animation. damn... this is sweet
Member 43 posts
Registered: Apr 2006
Cant wait to try it out
Member 27 posts
Registered: Apr 2006
http://rapidshare.de/files/18782182/player.zip.html something to try out at least. main actions are finished but some are still rough like the gun idle. still not really sure what i want to do with textures.. i wanted to do spec, bump, normal maps but it doesn't seem like they work in fte on md3s as far as i can tell. only map textures? fte also has weird chop to the movement and animation that looks like its strobing on servers. in ezquake it moves smoothly but looks like shit. kind of opposite problems.
Member 805 posts
Registered: Mar 2006
Where do I place the textures for ezQuake? https://tinyurl.com/qwbrasil - QuakeFiles
Member 43 posts
Registered: Apr 2006
Where do I place the textures for ezQuake? just unzip to you ezQuake dir.
Member 43 posts
Registered: Apr 2006
http://rapidshare.de/files/18782182/player.zip.html something to try out at least. main actions are finished but some are still rough like the gun idle. still not really sure what i want to do with textures.. i wanted to do spec, bump, normal maps but it doesn't seem like they work in fte on md3s as far as i can tell. only map textures? fte also has weird chop to the movement and animation that looks like its strobing on servers. in ezquake it moves smoothly but looks like shit. kind of opposite problems. looks nice as hell now how do i get it none white? :b
Member 27 posts
Registered: Apr 2006
for ezquake i put the textures in the progs dir and for fte progs and textures under id1.
Member 43 posts
Registered: Apr 2006
Ok, this works for ezQuake: Quake\qw\progs \player.MD3 \player_skin.tga \player_skin_pants.tga \player_skin_shirt.tga \pgun.tga Some sshots:
Member 27 posts
Registered: Apr 2006
yeah like that and pgun.tga.. don't think you can use the shirt and pants in ezquake though won't do anything. ss in fte looks like a poosicle in ezquake
Administrator 2058 posts
Registered: Jan 2006
i get around 40 fps with this player model
i get more than that in doom3
Member 518 posts
Registered: Jan 2006
Looks nice in fte, too bad it doesn't in ezquake Can't wait to get home and try it. Anyone can make a ingame .avi? thank you good job m00!!!
Member 84 posts
Registered: Jan 2006
it looked rather dull in ezquake, but in FTE it was nice. How can that be?
Member 1011 posts
Registered: Feb 2006
it is using a q3 rgbgen shader and probably bump, luma maps in fte
Member 518 posts
Registered: Jan 2006
[13:49] <JohnNy_cz> md3 support is not quite finished in ezq
Member 27 posts
Registered: Apr 2006
they both use the same texture only real difference is fte has color. http://rapidshare.de/files/18825130/player_skin.rar.html that should work a bit better with the brighter gamma settings made the darks darker so it doesn't look washed out in ezquake. thats a shot from inside max viewport no lights and fullbright should be more like that when md3s are working well. about the fps problem that only really happens in ezquake can try turning on the dead body filter might help.
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