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Graphics Discussion
2006-04-17, 12:33
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Feb 2006
the face is very nice
2006-04-17, 12:36
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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
2006-04-17, 12:56
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cool model, now is it mdl or md3 and can we get colors working on it?
2006-04-17, 13:04
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its .md3
2006-04-19, 01:56
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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.
2006-04-19, 03:11
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mOO wrote:
http://media.putfile.com/facetest

\o/
https://tinyurl.com/qwbrasil - QuakeFiles
2006-04-19, 06:54
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hahaha, that's friggin hilarious! : D
2006-04-19, 07:20
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loool haha, nice one
2006-04-19, 08:06
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heh

you can make matching face1-5.png elements for hud when you release the finished model
2006-04-19, 09:58
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Aaaaaaaaaaaarghhhh!!! He Looks Just Like Steven Seagal!!!!!!!!!!!!!!
Teamplay is nothing. Aim is everything. OBEY YOUR AIM

http://img178.imageshack.us/img178/9017/end2ub.jpg
2006-04-19, 09:58
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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
2006-04-19, 10:17
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someone do a chuck norris player model?
2006-04-19, 10:18
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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.
2006-04-19, 11:47
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any thoughts about when the model is releas for testing? :>

2weeks?
2006-04-19, 17:12
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Mar 2006
i'm able to test tomorrow too, if 2 weeks is too long
2006-04-19, 23:09
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mOO wrote:
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
2006-04-20, 18:54
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Apr 2006
Cant wait to try it out
2006-04-24, 00:50
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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.
2006-04-24, 01:42
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Where do I place the textures for ezQuake?
https://tinyurl.com/qwbrasil - QuakeFiles
2006-04-24, 02:19
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Apr 2006
vegetous wrote:
Where do I place the textures for ezQuake?

just unzip to you ezQuake dir.
2006-04-24, 02:20
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mOO wrote:
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

http://img163.imageshack.us/img163/6731/ezquake0023zt.th.png
2006-04-24, 10:31
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for ezquake i put the textures in the progs dir and for fte progs and textures under id1.

http://x402.putfile.com/4/11305291421-thumb.jpg
2006-04-24, 10:45
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mOO wrote:
for ezquake i put the textures in the progs dir and for fte progs and textures under id1.

http://x402.putfile.com/4/11305291421-thumb.jpg

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:
http://img226.imageshack.us/img226/2599/ezquake0045xc.th.png

http://img226.imageshack.us/img226/8337/ezquake0053qz.th.png

http://img226.imageshack.us/img226/6785/ezquake0064jo.th.png

http://img56.imageshack.us/img56/4051/ezquake0071we.th.png

http://img226.imageshack.us/img226/7617/ezquake0087zu.th.png

http://img226.imageshack.us/img226/1037/ezquake0098sp.th.png

http://img56.imageshack.us/img56/4413/ezquake0095jy.th.png

http://img226.imageshack.us/img226/9910/ezquake0101op.th.png

http://img226.imageshack.us/img226/1397/ezquake0119vo.th.png
2006-04-24, 10:49
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yeah like that and pgun.tga.. don't think you can use the shirt and pants in ezquake though won't do anything.

http://x402.putfile.com/4/11306115389-thumb.jpg

ss in fte

looks like a poosicle in ezquake
2006-04-24, 11:22
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i get around 40 fps with this player model

i get more than that in doom3
2006-04-24, 11:25
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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!!!
2006-04-24, 11:39
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it looked rather dull in ezquake, but in FTE it was nice. How can that be?
2006-04-24, 11:43
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it is using a q3 rgbgen shader and probably bump, luma maps in fte
2006-04-24, 11:52
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[13:49] <JohnNy_cz> md3 support is not quite finished in ezq
2006-04-24, 14:58
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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.

http://x402.putfile.com/4/11309311344-thumb.jpg


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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