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[release] Player skin for Darkplaces

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c0burn Joined: 05 Nov 2004 Posts: 158 Location: Liverpool, England |

Posted: Sun Jan 17, 2010 12:18 am Post subject: [release] Player skin for Darkplaces |

Hello everyone! http://c0burn.net/quake/playermodel/ See site for full details, I guess. This is going into my new mod, but since it's "complete" it may as well be released to the community. You will of course, have to figure out your own visible weapons solution... One set which will work can be found here
Thanks to PrimeviL for the original skin.

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lth Joined: 11 Nov 2004 Posts: 129 |

Posted: Sun Jan 17, 2010 1:45 am Post subject: |

That looks really good, apart from the black eyes... _________________ randomviolence - tactical combat boardgame

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Wazat Joined: 15 Oct 2004 Posts: 732 Location: Middle 'o the desert, USA |

Posted: Sun Jan 17, 2010 5:27 am Post subject: Re: [release] Player skin for Darkplaces |

I like it. Quake guy is looking spiffier than ever. The eyes are a bit dark, but not a huge deal. Do you have it in a format that could be given tags for attaching a weapon model? If not, here's a solution I came up with a long time ago (I haven't figured out how the link you supplied works, but it may be the same idea):
In one of my mods I removed the weapon from player.mdl, then made another copy of player.mdl and removed the player, leaving the weapon. Then by attaching the two models together at the origin (forget if I used attachments or movetype_follow) and syncing the frames, I had the ability to do visual weapons, as well as effects on the gun like transparency and color mod (color and transparent the weapon independent of the player).
The first thing I did with this was make the quad damage turn the player's gun into a bright electric blue & slightly translucent weapon of doom. When other players saw that, they'd know bad things were coming. Combine this with another model that is a .viewmodelforclient, and the player can see the same effect on his view weapon. It's quite beautiful.
I think this was my shubfusion mod I made for Dr. Shadowborg to demonstrate some weapon etc ideas... or maybe it was something else...? Can't remember...
Presumably I could do different visual weapons this way depending on the player's current weapon. You'd then have a vwep system that could be color moded with different effects for Quad, etc.
Anyway, if I could dig up the mod maybe that would help someone..?
_________________
When my computer inevitably explodes and kills me, my cat inherits everything I own. He may be the only one capable of continuing my work.

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SamUK Joined: 17 Dec 2008 Posts: 98 Location: United Kingdom |

Posted: Sun Jan 17, 2010 6:13 am Post subject: |

Would certainly help me. I was wondering if we could do this method with more then just weapons. Something like this. http://www.youtube.com/watch?v=wQb0vij_GaY _________________
Working on Solitude

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Downsider Joined: 16 Sep 2008 Posts: 478 |

Posted: Sun Jan 17, 2010 2:25 pm Post subject: |

SamUK wrote:
Would certainly help me. I was wondering if we could do this method with more then just weapons. Something like this. http://www.youtube.com/watch?v=wQb0vij_GaY

It would work better for vehicles like that. For weapons, you should assign a triangle in the model to be "attached" to the gun and then render the gun at that position with the same orientation, because otherwise, you're wasting a lot of RAM with tons of separate animations.

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c0burn Joined: 05 Nov 2004 Posts: 158 Location: Liverpool, England |

Posted: Sun Jan 17, 2010 3:23 pm Post subject: Re: [release] Player skin for Darkplaces |

Wazat wrote:
Do you have it in a format that could be given tags for attaching a weapon model?

As you say, this is just Quake MDL format and you would need to animate another MDL that fit the frames.

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c0burn Joined: 05 Nov 2004 Posts: 158 Location: Liverpool, England |

Posted: Sun Jan 17, 2010 5:04 pm Post subject: |

Demo of what is possible here: Click for YouTube On a side note, we need more HD Quake videos on YouTube.

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Sajt Joined: 16 Oct 2004 Posts: 1026 |

Posted: Wed Jan 20, 2010 3:23 pm Post subject: |

It's possible that my model tool *cough* could be given some kind of MDL tag support. That is, you first create somehow a text file which contains a list of tag positions for each frame. Then with the tool you can either animate a model to follow that (thus creating an animated vwep model), or do that plus combine it with the player model (thus creating a player+gun model). A set of tag positions for player.mdl could be easily derived from the vertices of the existing gun. I figure that the Prydon Gate modellers would have loved this feature if it had existed several years ago.
It is even possible to make engines such as DarkPlaces also read these accessory text files (e.g. "player.mdl.tags") and treat them as genuine tags. But that is only of interest to DarkPlaces users...
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F. A. Špork, an enlightened nobleman and a great patron of art, had a stately Baroque spa complex built on the banks of the River Labe.

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Teiman Joined: 03 Jun 2007 Posts: 309 |

Posted: Wed Jan 20, 2010 7:15 pm Post subject: |

Sajt wrote:
It's possible that my model tool *cough* could be given some kind of MDL tag support. That is, you first create somehow a text file which contains a list of tag positions for each frame. Then with the tool you can either animate a model to follow that (thus creating an animated vwep model), or do that plus combine it with the player model (thus creating a player+gun model). A set of tag positions for player.mdl could be easily derived from the vertices of the existing gun. I figure that the Prydon Gate modellers would have loved this feature if it had existed several years ago.
It is even possible to make engines such as DarkPlaces also read these accessory text files (e.g. "player.mdl.tags") and treat them as genuine tags. But that is only of interest to DarkPlaces users...

thats sounds awesome, is simple and can work
I imagine tags for lights / particle generators. Like smoking gun / fire blades and the like.
thats probably better done on a tool with a visualizer, to pick the troublesome vertex with the mouse.

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