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Graphics Discussion
2007-04-26, 21:00
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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
2007-04-27, 00:27
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he never left. bug him in #qrp =)
2007-04-29, 09:35
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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?
2007-04-29, 11:03
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Mar 2007
Ruohis wrote:
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
--
Bucketrevolution!
2007-04-29, 13:55
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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.
2007-04-29, 15:07
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251 posts

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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...
2007-04-29, 19:27
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Apr 2007
I had to rename md3 to mdl, but it does not go in DP.

some Screens

MD3
http://img77.imageshack.us/img77/3747/dpmod000148jm1.th.jpg


MDL
http://img77.imageshack.us/img77/2135/dpmod000145pp2.th.jpg
http://img77.imageshack.us/img77/8484/dpmod000147ub4.th.jpg
http://img96.imageshack.us/img96/5473/dpmod000156cq1.th.jpg
http://img408.imageshack.us/img408/9652/dpmod000144er9.th.jpg
2007-04-30, 08:23
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60 posts

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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
2007-05-30, 13:22
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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!
2007-05-30, 14:01
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251 posts

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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..
2007-06-12, 08:05
Member
100 posts

Registered:
Feb 2006
whats now with the multiskins (like armor_0 armor_1 etc) with MD3-models for ezquake?
2007-06-24, 01:55
Member
251 posts

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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
http://www.kolumbus.fi/ruohis/temp/sizes.jpg


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.
2007-07-27, 08:07
Member
251 posts

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Mar 2006
something i'm working on curently...
http://www.kolumbus.fi/ruohis/temp/new_armor0.jpg

http://www.kolumbus.fi/ruohis/temp/new_armor1.jpg

http://www.kolumbus.fi/ruohis/temp/new_armor2.jpg

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
2007-07-27, 09:18
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Jan 2006
it looks awesome ruohis!
2007-07-27, 10:09
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1100 posts

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Jan 2006
Those bmodels are incredible.
2007-07-27, 11:58
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251 posts

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Mar 2006
http://www.kolumbus.fi/ruohis/temp/armor/fte00008.jpg

http://www.kolumbus.fi/ruohis/temp/armor/fte00009.jpg

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...
2007-07-27, 12:27
Member
950 posts

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Apr 2006
Great job Can't wait to see more
2007-07-27, 12:40
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950 posts

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Apr 2006
Interesting to compare both... Progress is here:
http://www.sharepict.net/pictures/20/s/1185540276_ezquake009.jpg
2007-07-27, 13:12
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55 posts

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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.
http://lcd.satgnu.net/images/pictures/black_hearted_small.png
Help me understand the little that I know.
2007-07-27, 13:21
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Mar 2006
hehhe, well this is for those that want that something extra

http://www.kolumbus.fi/ruohis/temp/armor/smaller_pads.jpg

and as you can see from the image, i took the pads in a bit
2007-07-27, 13:33
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1100 posts

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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.
2007-07-27, 13:54
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312 posts

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Jun 2006
Wow, GG !!!!!!

Second version is more faitlfull dude
2007-07-27, 21:34
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55 posts

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May 2007
Hah, that looks better!
http://lcd.satgnu.net/images/pictures/black_hearted_small.png
Help me understand the little that I know.
2007-07-27, 23:39
Member
312 posts

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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.
2007-07-28, 00:01
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Jan 2006
excellent job =)
2007-07-28, 03:08
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715 posts

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May 2006
\o/ !H!O!T! \o/
---Where can you see lions? Only in kenya! Come to kenya we've got lions.
2007-07-28, 05:52
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1754 posts

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Jan 2006
more cowbell.. erhm pads
2007-07-28, 07:15
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251 posts

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Mar 2006
PrimeviL wrote:
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?
2007-07-28, 09:42
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312 posts

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Jun 2006
*joined*

Ty for ur answer ;>
2007-07-29, 10:56
Member
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Mar 2006
http://www.kolumbus.fi/ruohis/temp/armor/md3_armor_improved.rar
http://www.kolumbus.fi/ruohis/temp/armor/mdl_armor_improved.rar

http://www.kolumbus.fi/ruohis/temp/armor/armors_new.jpg


some slight improvements, pads are smaller, a notch darker and texture is not that neonish...
  651 posts on 22 pages  First page9101112131415161718Last page