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Additional Quake Player Animations?
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ajay



Joined: 29 Oct 2004
Posts: 295
Location: Swindon, UK

PostPosted: Wed Dec 24, 2008 2:41 pm    Post subject: Reply with quote

Not got much time so haven't read all the replies, however my sugestions are:
- blind firing (gears of war style)
- Generally 'chatting' 'interacting with others' stuff could be useful for cutscenes
- limping, affected by damage type thing
- different death animations depening on what's killed him; being blown up, shot etc

Agreed, it is a top notch model, classy
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MeTcHsteekle



Joined: 15 May 2008
Posts: 397
Location: its a secret

PostPosted: Wed Dec 24, 2008 2:55 pm    Post subject: Reply with quote

man, this things gonna have like 1,234,321,234,657,435,405 frames Razz
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SamUK



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

PostPosted: Wed Dec 24, 2008 3:15 pm    Post subject: Reply with quote

Electro wrote:
hehe thanks again guys... will post another update in a few hours! I just woke up, so will be a while before I start working on it.

SamUK: it's a 2048x2048, if you zoom in (obviously you can't on this pic hehe) you can see skin pores, fabric stitching/weaving etc.

I've made this model 10k polys and a 2048 to help futureproof things a bit. I haven't really seen anyone else make a quake player model and it's been around 12 years? So I figure mine will need to be able to last a while Wink


Ohh , we have a pro in the house ehhh Smile (nice portfolio).
10k should last a while , i think ut3's were only 1-2k
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scar3crow
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Joined: 18 Jan 2005
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Location: Las Vegas, NV

PostPosted: Wed Dec 24, 2008 5:10 pm    Post subject: Reply with quote

We've actually got several pros in the house, the community here is just old enough that many of those present have moved onto jobs in the industry =)
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SamUK



Joined: 17 Dec 2008
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PostPosted: Wed Dec 24, 2008 7:25 pm    Post subject: Reply with quote

Yeah , but i barely see pros do freelance stuff. Mr. Green
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Lardarse



Joined: 05 Nov 2005
Posts: 243
Location: Bristol, UK

PostPosted: Thu Dec 25, 2008 4:25 pm    Post subject: Reply with quote

Maybe because pros usually never get the time or oppourtunity to work on something that they are passionate about...
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scar3crow
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Joined: 18 Jan 2005
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PostPosted: Thu Dec 25, 2008 6:30 pm    Post subject: Reply with quote

Lardarse - That statement is so sad, yet also true.

Then you have Willem, who apparently has a room that stands outside of time.

Heres an obvious addition to the suggestions for animations which I haven't seen in any response yet: swimming. Swimming in various ways, drowning, swimming pain animations, swimming firing animations, swimming while Using something, swimming death animations.... Or you could just make like Sonic and make the player jump up in the water with his legs and arms outstretched, mouth open in an O and sink off the screen with a "Bouwm!" sound.
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MeTcHsteekle



Joined: 15 May 2008
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PostPosted: Thu Dec 25, 2008 8:59 pm    Post subject: Reply with quote

backstroke
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Urre



Joined: 05 Nov 2004
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Location: Sweden

PostPosted: Thu Dec 25, 2008 9:34 pm    Post subject: Reply with quote

Headspin, windmill, backspin and transitions between. Also top-rock, downrock.

Someone also code this, if you know what I'm talking about.
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SamUK



Joined: 17 Dec 2008
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PostPosted: Thu Dec 25, 2008 9:34 pm    Post subject: Reply with quote

Coughing, a couple of taunts:P
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Electro



Joined: 29 Dec 2004
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PostPosted: Mon Mar 23, 2009 12:09 am    Post subject: Reply with quote



Not forgotten Wink

Now that the modeling/texturing is out of the way (I'm bored with it).. I can begin on the rig. Or rather... making the random techy gun thing that isn't actually any of the guns in-game.. sigh.

There will be no multi-part md3 version. This will come in md3 as all the animations baked in q1 style (completely rubbish, good luck blending anything), but it'll serve hopefully as a decent replacement for the existing quake guy model.

The other flavour will be the model with a proper skeleton. Allowing for blending between animations and all that fancy stuff like running and firing at the same time (*GASP*). Hopefully Spike will be happy with this. He's the one that requested this model in the first place. So if you hate it, it's his fault. Smile
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MauveBib



Joined: 04 Nov 2004
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PostPosted: Mon Mar 23, 2009 12:17 am    Post subject: Reply with quote

Lookin' awesome.
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xaGe



Joined: 01 Mar 2006
Posts: 329
Location: Upstate, New York

PostPosted: Mon Mar 23, 2009 12:40 am    Post subject: Reply with quote

..Funny I was just thinking you had forgotten or more likely been to busy to work on it... He looks fantastic!

Electro wrote:
Not forgotten Wink
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Urre



Joined: 05 Nov 2004
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PostPosted: Mon Mar 23, 2009 2:01 pm    Post subject: Reply with quote

His grinning expression is totally Ace
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Electro



Joined: 29 Dec 2004
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Location: Brisbane, Australia

PostPosted: Tue Mar 24, 2009 3:30 am    Post subject: Reply with quote

Urre: he's pissed he had to appear in quake3 with slowed down gameplay and lack of shamblers.

Ok here's "the gun". What gun is it? Who knows. It's a rather generic bleh design, so I've tried to stick faithful to that.



It's on a seperate 512x512 texture by its lonesome, so that when people use vwep (with my other guns hopefully! - once they're done) It just won't need to be included at all. Maybe someone could turn it into a plasma gun or something though, that's probably what it most closely resembles for me.
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