Wow, that's awesome. They've got all the info you really need to create an entire custom player model on there. Even have examples of modelling and texturing, and how to assemble and compile everything.
Very good resource. Also looks like the Q4 players don't have to match the default skeleton, so that means yaaay artistic freedom!
"The hit map indicates to the engine what kind of material parts of your creature or character are made of, such as solid metal, hollow metal, rubber, etc. Effects are also tied to it and fire when that particular area is shot. Flesh will squirt blood when shot. Metal will emit sparks when shot. Concrete will spout puffs of dust and pebbles. We created a material detection system based on the RGB setting numbers of particular colors."
I have a question about the spec map tut though, when they mention the local map are they talking about the bump map?
I might actually make a PPM for Quake4, I can't stop reading the info they have. Suprisily most of it makes sense and is pretty straight forward. Pitty they haven't added a max exporter yet =/ but oh well that's life
[ QUOTE ]
I might actually make a PPM for Quake4, I can't stop reading the info they have. Suprisily most of it makes sense and is pretty straight forward. Pitty they haven't added a max exporter yet =/ but oh well that's life
[/ QUOTE ]
they havent.. but that didnt stop someone else from doing it!!
the doom3 md5 exporter exports models animations and cameras for cinematics and it all works great on quake 4
That's really cool , there's also modelviewer inside of the game Q4.
Ctrl + Alt + ~ ( or Ctrl + Alt + ² )
You can download any model of game and study his wireframes
(for exemple)-
from what I saw, the entity definitions for multiplayer models references are still under construction.So i guess we will have all the info to spread a ppm frenzy over the world !!! (polycount challenge idea, anyone ?)
dizzy : that animated pic of the gladiator (which is awesome ingame) really reminds me of an rts character
[ QUOTE ]
from what I saw, the entity definitions for multiplayer models references are still under construction.So i guess we will have all the info to spread a ppm frenzy over the world !!! (polycount challenge idea, anyone ?)
dizzy : that animated pic of the gladiator (which is awesome ingame) really reminds me of an rts character
[/ QUOTE ]
Did You contact someone at RAVEN or ID ?
I hope that they will realize "the definitions for multiplayer models". It will be great.
I count on You , man -
I will folow the white rabbit ...(matrix).
GLADIATOR -
Are You talking about MOP's character ? I think that was Mop , isn't it ?
He's realy nice one.
Has anyone made skins for Q4 yet? It will be nice to know how adding characters is going to work. Are we going to need a mod? Ive been talking to people about a Lithium style mod. Maybe that would add such capabilities.
the maya exporter is included in quake4, as are all the other tools.(look in the doom3 section of iddevnet for the export commands, I think they also explain some of the commands in the quake 4 section).
as for the characters ingame, pior and myself managed to put ppms ingame, but you still have to enter a command line in the console, unfortunately, that's why we need the MP entity definition help files from raven...
also we have a max and maya version of the skeleton (the one I re-did to test the ppms) we still need to test a few things to make sure everything is cool tho...
Thats great man glad to hear you're having progress. Where is the Maya exporter? I couldn't find it in the SDK.
I really want the ease of choosing PPMs that Q2 had. Install the PPM choose your character, if the other player has it he sees you using it. If it will take a mod maybe we should do just that. Create a mod that does this. I have been speaking to someone about a Lithium style mod with new art assets and a finer tuned realization of the gaming style. Aswell as all the awesome server setting additions of course. A better PlayerCharacter browser might be a nice addition.
Replies
Very good resource. Also looks like the Q4 players don't have to match the default skeleton, so that means yaaay artistic freedom!
I guess I'll have to go and buy Quake 4 now...
'too many users' on the FTP. Doh..
BTW, The hitmap feature is awesome:
"The hit map indicates to the engine what kind of material parts of your creature or character are made of, such as solid metal, hollow metal, rubber, etc. Effects are also tied to it and fire when that particular area is shot. Flesh will squirt blood when shot. Metal will emit sparks when shot. Concrete will spout puffs of dust and pebbles. We created a material detection system based on the RGB setting numbers of particular colors."
I have a question about the spec map tut though, when they mention the local map are they talking about the bump map?
Scott
I might actually make a PPM for Quake4, I can't stop reading the info they have. Suprisily most of it makes sense and is pretty straight forward. Pitty they haven't added a max exporter yet =/ but oh well that's life
[/ QUOTE ]
they havent.. but that didnt stop someone else from doing it!!
the doom3 md5 exporter exports models animations and cameras for cinematics and it all works great on quake 4
here are all the max tools and some info about them..
http://www.doom3world.org/phpbb2/viewtopic.php?t=2675
have fun!!
Ctrl + Alt + ~
( or Ctrl + Alt + ² )
You can download any model of game and study his wireframes
(for exemple)-
....or also see any animation.
really great ,
thanks goes again to ID & RAVEN.
dizzy : that animated pic of the gladiator (which is awesome ingame) really reminds me of an rts character
from what I saw, the entity definitions for multiplayer models references are still under construction.So i guess we will have all the info to spread a ppm frenzy over the world !!! (polycount challenge idea, anyone ?)
dizzy : that animated pic of the gladiator (which is awesome ingame) really reminds me of an rts character
[/ QUOTE ]
Did You contact someone at RAVEN or ID ?
I hope that they will realize "the definitions for multiplayer models". It will be great.
I count on You , man -
I will folow the white rabbit ...(matrix).
GLADIATOR -
Are You talking about MOP's character ? I think that was Mop , isn't it ?
He's realy nice one.
KDR -
thank You
Dizzy: +set com_allowConsole 1 in the commandline will get rid of the CTRL+ALT.
[/ QUOTE ]
a Stroggos style character challenge would be cool. Or maybe take a character from Quake 1,2 or 3 and update him for Quake 4.
Nice to see similarities between Q2 and Q3 in the setup.
Now to find a maya exporter.
as for the characters ingame, pior and myself managed to put ppms ingame, but you still have to enter a command line in the console, unfortunately, that's why we need the MP entity definition help files from raven...
also we have a max and maya version of the skeleton (the one I re-did to test the ppms) we still need to test a few things to make sure everything is cool tho...
I really want the ease of choosing PPMs that Q2 had. Install the PPM choose your character, if the other player has it he sees you using it. If it will take a mod maybe we should do just that. Create a mod that does this. I have been speaking to someone about a Lithium style mod with new art assets and a finer tuned realization of the gaming style. Aswell as all the awesome server setting additions of course. A better PlayerCharacter browser might be a nice addition.