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InsideQC Forums • View topic - Additional Quake Player Animations?

Additional Quake Player Animations?

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Additional Quake Player Animations?

Postby Electro » Mon Dec 22, 2008 11:17 pm

This could have gone in the modeling thread, or the qc thread... but it's more of a general question for anyone modding quake really.

I'm in the process of making a player model to more next-gen standards, while trying to stay faithful to the whole q1guy/q3 ranger sort of feel.

Here's a work in progress pic of what I have so far. Weighs in at 10,000 polys (this should be no problem, considering how little the other content is actually using... not that it would matter if that was higher detailed anyway).

Image

There's obviously the default list of animation frames for the sake of compatibility with existing mods that will need to be there. However... frames AFTER those animations are still left open to be whatever.

Some examples of what I think should be added:
crouch die1-3
crouch move forward
crouch strafe left
crouch strafe right
crouch axe swing
crouch axe idle
crouch large weapon attack
crouch large weapon idle
crouch small firearms attack
crouch small firearms idle
backflip
move back
strafe left (for blending)
strafe right (for blending)
small firearms idle
small firearms attack
taunt (q3 style)
flipoff (q2 style)
salute (q2 style)
taunt (q2 style)
wave (q2 style)
point (q2 style)
use (like pressing a button with 1 hand)

There will also be a series of facial expressions that'll be able to be blended into other animations. Angry flipoff vs happy flipoff, running while firing.. etc.

Currently all this blending etc. will only be working in FTE as no other engine supports it.

I will be making a basic md3 version of the model but don't expect anything fancy in that as it's such an old limited format.

If anyone can think of any other animations they'd find useful for this character to use in their mods, let me know.
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Postby frag.machine » Mon Dec 22, 2008 11:47 pm

I know FrikaC made a cgi-bin version of the quakec interpreter once and wrote part of his website in QuakeC :) (LordHavoc)
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Postby scar3crow » Tue Dec 23, 2008 12:57 am

...and all around me was the chaos of battle and the reek of running blood.... and for the first time in my life I knew true happiness.
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Postby MeTcHsteekle » Tue Dec 23, 2008 1:32 am

bah
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Postby MauveBib » Tue Dec 23, 2008 2:21 am

Apathy Now!
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Postby Spike » Tue Dec 23, 2008 2:22 am

.
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Postby Baker » Tue Dec 23, 2008 3:25 am

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Postby xaGe » Tue Dec 23, 2008 3:29 am

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Postby scar3crow » Tue Dec 23, 2008 5:46 am

...and all around me was the chaos of battle and the reek of running blood.... and for the first time in my life I knew true happiness.
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Postby Electro » Tue Dec 23, 2008 6:44 am

Oh boy what have I gotten myself into haha

Spike: yep! I will pester you on irc if I think of something that'll stump me.

scar3crow: wow thanks... ok here's the plan, you get me a job at id software (or actually... whoever id palms the ip off to :( ) and I'll make it happen! :D

xaGe / Baker: cheers! :)

Animation isn't my forte, and neither is rigging. I can do both to what I consider to be a basic level (but then again... I consider the existing quake animations to be fairly basic)

Here's an updated pic of the texture work in progress.
There's no specular yet, and the normalmap doesn't have the fine surface detail stuff I'm putting into the diffuse in it yet. Hopefully I can get the texture finished tomorrow. HOPEFULLY. I made the eyes glow like he has pent for now using an emissive map... just because it looks cooler (i think) than the weird white balls that were there without it hehe.

Image
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Postby jim » Tue Dec 23, 2008 10:46 am

Looks good so far.
zbang!
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Postby MeTcHsteekle » Tue Dec 23, 2008 1:25 pm

bah
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Postby Willem » Tue Dec 23, 2008 2:20 pm

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Postby SamUK » Tue Dec 23, 2008 4:08 pm

Working on Solitude
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Postby Electro » Tue Dec 23, 2008 8:45 pm

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 ;)
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