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Graphics Discussion
2006-08-27, 23:13
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357 posts

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Mar 2006
vegetous wrote:
I think QRack can, and maybe the next ez build could do it too!

If I get sometime I will try to port cl_24bit_teamskins to ezquake






_______________________________
http://www.quakeone.com/qrack
2006-08-29, 08:27
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Jun 2006
Haaa, good news !



*edit*
skin coming sô0n Peppe
2006-08-29, 18:26
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SputnikUtah: would be great :-)
2006-08-30, 18:17
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yup SputnikUtah we need it now ! =)
2006-09-01, 19:13
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Mar 2006
Adding cl_teamskin to QuakeWorld, for 24bit team skin support.


gl_rmain.c
cvar_t cl_teamskin = {"cl_teamskin","1",true};//SputikUtah

in R_init:
Cvar_Register (&cl_teamskin);

in R_DrawAliasModel:

add:
int lumaskinnum;

replace:
texture = paliashdr->gl_texturenum[skinnum][anim];
fb_texture = paliashdr->fb_texturenum[skinnum][anim];

with:
texture = paliashdr->gl_texturenum[skinnum][anim];
if ((cl_teamskin.value) && (clmodel->modhint == MOD_PLAYER))
{
lumaskinnum = ent->scoreboard->bottomcolor;
fb_texture = paliashdr->fb_texturenum[lumaskinnum][anim];
}
else
{

fb_texture = paliashdr->fb_texturenum[skinnum][anim];
}

replace:
if (ent->scoreboard && !gl_nocolors.value)

with:
if (ent->scoreboard && !gl_nocolors.value && !cl_teamskin.value)

you can also block calls to CL_NewTranslation from teamplay.c
if (cl.players[slot].skin_refresh)
{
if (!cl_teamskin.value)
CL_NewTranslation(slot);
cl.players[slot].skin_refresh = false;
}

Hope this works
______________________________________________________________________________
GRAB the Qrack 24bit skin pak at http://www.quakeone.com/qrack/index.php?page=downloads
2006-09-01, 23:22
Member
1435 posts

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Jan 2006
Damnit, I was supposed to sleep in this hour.
However, thanks a lot! Applying your c0d3 now...

Edit: http://ezquake.sourceforge.net/test/24bitskin_win32gl.zip
I had to rename it to gl_teamskin because cl_teamskin was an alias for "teamskin". Dunno if that's correct way. It worked after downloading http://www.quakeone.com/qrack/pak2.zip (up2nogood told me to do so). However team/enemycolors broken now (both white, can't be changed) + the skin applies to all players. I don't have time to experiment more today. Good night
2006-09-02, 16:07
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Jan 2006
!
2006-09-02, 16:18
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85 posts

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May 2006
omg a build of ezquake without weapon animation bug \o/

wewt
2006-09-03, 23:45
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357 posts

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Mar 2006
I basically had to raw convert this from my netQuake code, but I had no means to test the QW version. I cant even compile ezQuake (dependencies etc unconfigured somewhere), atleast its a step in the direction i took for mine.

I'm sure the decal code would be easier to port over
2006-09-04, 09:56
Member
312 posts

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Jun 2006
Some news of player's skin, the work goes slowly but certainly :

http://quakearea.free.fr/stuff/skins/player/player_on_off.gif
http://quakearea.free.fr/stuff/skins/player/player_on_off_2.gif



Stay tuned...


2006-09-04, 11:01
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1100 posts

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Jan 2006
Nice progress!
2006-09-04, 13:51
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wow!
god damn hippies >_<
2006-09-04, 14:22
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Jan 2006
looks like he's wearing mittens
also try wider kneepads?
less than that, WOW as aquashark said
2006-09-04, 14:25
Member
805 posts

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Mar 2006
Aquashark wrote:
wow!

WOW²!!!
https://tinyurl.com/qwbrasil - QuakeFiles
2006-09-04, 16:18
Member
79 posts

Registered:
Jan 2006
is it just me or is that Q1-logo on the chest out of place?
i mean, i dont see any reason why it would be there?

otherwise awesome work
zaiko of BaconMen
2006-09-04, 17:21
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Mar 2006
zaiko wrote:
is it just me or is that Q1-logo on the chest out of place?
i mean, i dont see any reason why it would be there?

otherwise awesome work

One reason, it's cool!
https://tinyurl.com/qwbrasil - QuakeFiles
2006-09-04, 19:43
Member
23 posts

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Mar 2006
where do i put/name it... ezquake
[@p_jnco]: if you were a nerd bar, youd be king sized
2006-09-06, 09:50
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Jun 2006
2006-09-06, 13:15
Administrator
1864 posts

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Feb 2006
thats a big step up, looks alot more quakish now Just one thing, would it be possible to have 2 versions? one like the v3 and one without the Q, the bullet holes, and the tatoo?
2006-09-06, 13:23
Member
312 posts

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Jun 2006
Yeah Zalon, indeed.
I planned to make :

-an classic version for the fanboyZ,
-an extra version for the others.

Ps : I've lot of work on hands/rocket launcher
2006-09-06, 13:26
Member
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Jan 2006
I wanted to request the same like Zalon

Awesome skinning, you rock!
2006-09-06, 13:41
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Feb 2006
always amazing how these superb skinners / modellers seem to pop up from nowhere and provide the goods

look forward to seeing ingame shots of v3
2006-09-06, 15:02
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Jan 2006
what oldman said..
2006-09-06, 18:47
News Writer
493 posts

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Jan 2006
Prime:

his face still looks a bit thin. the black area inbetween his face and his helmet is the cause of this, I think. can you widen his face a bit and see how it looks? Also, can we see more defined fingers? And finally his boots look like metal
2006-09-06, 21:07
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Jun 2006
Like this 4 the face ?

I would finish by hands, be patient ;-)
2006-09-06, 21:55
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Feb 2006
you need to really see it wrapped around the 3d model before you can judge and make changes to proportions e.g., width of face
2006-09-07, 03:06
News Writer
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Jan 2006
seeing it on the model is probably better, but the face looks really good now
2006-09-07, 05:42
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Jan 2006
it does look better, but I still can't help thinking his kneepads are too small(thin)
2006-09-07, 06:50
News Writer
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Jan 2006
yeah, they should be just a bit shorter and a lot wider
2006-09-07, 07:33
Member
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Jun 2006
oldman wrote:
you need to really see it wrapped around the 3d model before you can judge and make changes to proportions e.g., width of face

Yeah oldman, u're right

Check !

It's possible that i'm wrong, but imho, first version is better...


Peppe wrote:
it does look better, but I still can't help thinking his kneepads are too small(thin)

Kneepads will soon be widened ;-)
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