
Prowl
Rating: 9
baseq2/players/Prowl
Intro
Prowl is a Player plugin model for Quake2, based on an Autobot character from the Transformers(C) line of toys. The model features additional frames that were added so it could be used in the Transformers conversion for Quake2 that the author is leading.
Having no organic life, the planet known as Cybertron was inhabited by a race of robotic creatures. The true origin of these beings and their world was unknown even to them, as it had been lost over the passage of time. The metallic beings of this world lived in peace for many years, developing great technology and space travel. They had even developed the ability to "transform" their bodies into modes more suitable for transportation, allowing individuals great freedom of mobility. Offworld races nicknamed them "Transformers" for their amazing abilities.
The Model
Ok I'll admit Up until recently I was probably the only person who couldn't care less about Mech-style models..
Score: Nine
The Animations
First off let me say that, unfortunately, Prowl does not transform into the police car during any of the Quake2 animations, so don't be to upset when you don't see it in a Quake2 DM. The model does contain the additional frames for use with the TC, and the picture in the link at the end of this paragraph illustrates a few of these frames. To actually see them, you'll have to use one of the many model viewers available, such as NST , QSB or the Quake2 model viewer from chUmbaLum sOft. The first noticeable "flaw" with Prowl was a bit a "model jiggle" this is mostly due to a mesh being built with 3D software, then exporting it over to .md2 format, where vertex coordinates are at a lower resolution and not as precise as Max's or LightWave, so vertices "shift" to the closest coordinates. This causes the vertices to move ever so slightly during animations, and upon close inspection, the model appears as it would through a heat lamp. Movements are all very smooth, for a mech. One thing conveyed very well, was Prowls apparent weight. Run animations look as if they were taken right from the TV show, and illustrated the bulkiness of the form without being clumsy looking. The quick, exaggerated swing of his arms, as in "real life", seem to help Prowl's locomotion. Weapon alignment (default) was flawless, and there was no shifting, so the gun appears firmly planted in the models hand (as it should be) and it follows the arm/hand motions perfectly throughout all the cycles. Another thing which seemed to be a "flaw" in the author's eyes, was the two adornments on Prowls forehead. They seem to blink or flash in an alternating pattern with each frame, due to the polygons being double sided. This " shimmer" effect is partly a rendering/lighting byproduct within the Q2 engine. "Z-fighting" is the term, and this occurs when the z-buffering has trouble discerning which face (polygon) it is supposed to render "on top" or closest to the camera view. Thus it renders one side on top first, then the other, and randomly jumps back and forth, so rendering and lighting of the surface causes that "flash' or "shimmer"
Secondary motions, when hitting the ground in death, or during a pain cycle, added to the all around flow of the animations also. The doors and tires fall off and bounce around, in one of the death sequences, and really give the impression of Prowls body mass and the force at which it falls at. As mentioned in the MODEL paragraph above, some bad clipping and bounding box problems with the crouch animations.. However, it was nice to see a model whose feet were firmly planted on the ground, with no sinking or floating apparent. Quite a few instances of clipping were slightly noticeable with joints and the bulky parts of the models limbs and torso, but this is negligible, and somewhat concealed well with skin colors and movement. Although during two of the death cycles, where Prowl falls onto his back, Jason was sure to effect the doors position in relation to the ground, so they are flush with the floor and don't clip it at all
Score: Eight 1/2
The Skin(s)
Prowl comes complete with 5 skins. The main 'Prowl' skin, which looks typical of the Black and White L.A. Police cars, is partnered with the standard Red and Blue CTF by the model author. Then there is the added bonus of a 'Bluestreak' skin and the CW
Score: Nine
Death Match Screenshots
Sounds
Yes, and they're excellent.. High quality, mechanical sounds pieced together, by the author, from a variety of game demos and Q2 itself, they are extremely characteristic of a Mech-type model and you will always know when there is someone using a Prowl PPM just by the sounds he makes.. Nice work..
Visible Weapons Support (Vwep)
Yes, they were not included with the original zip, but are available now.. (Though I am not sure who did the Vwep add-on but the blaster is not linked correctly, delete it and use Prowls default weapon as the blaster.) Some slight clipping, but that's normal for added Vweps.
Pack Inclusion
Hmm, maybe a future mech pack ?? Yup, you can count on Prowl being a nice addition to it.
review by Hunter
author name Jason Seip
tris.md2
Vertices 386
Mapping Vertices 487
Polygons 611
Skin size 256x256
Skin Wasted Space 12%
weapon.md2
Vertices 53
Mapping Vertices 80
Polygons 74
Skin size 128x128
Skin Wasted Space 31 %
relevant links
* Pack Inclusion Limits forMODELS
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