Is there any way to have custom player sounds yet? I tried defining a new snd_death in my player's .def file and he still died with kane's annoying emo death scream
Thanks a lot for the information its very appreciated to see you guys carrying on the Quake modability factor. Please keep it up.
This might be a stretch but what would be awesome is if you could use player models on NON-pure servers. It was always so much fun to just pop into a server and just see random characters in the deathmatch mix. Polycount could be Raven's personal non-cheat approval stampers of plug-in player models.
That's what this place was built for in the first place during Quake 2, quality assurance and a repository of Quake player models.
would it be possible to ask bearkub to host some quake4 server when we will have a few ppm's available ? with a few custom maps and such ( I have some good ones here) would be neat to be able to fight with all our models
Right, now I have a spanking new pc, and my personal life is a bit more stable, I might actually get something done!!
Seeing that Pior has also done work on a patriot character, I'm gonna concentrate on working on either Cadaver or Biker- if I can keep the base mesh pretty much the same, I might do both :P
vahl: I will work on it when I get home tonight. It shouldn't be too much of a problem at all. I will either leave a not here or send ya a pm when/if it gets working.
Grrrr, There's only the af_pose.md5anim but Blender can't convert a pose into the armature's default pose. Or at least I can't find the option for that.
I had to redo the skeleton from scratch man...I'll try to upload the sdk for the idgirl, you'll have the body skeleton in it (and in a work/rig compliant pose)
Ooops, forgot about that. I even set that in Doom 3!
Works now.
For some reason I have to use smoothnormals on the face normalmap to renormalize it, the normals are like 2x as large as they should be. I didn't have that problem in Doom 3.
BTW, is it just me or did they disable the WalkIK system from Doom 3 that made sure your character's feet are on the ground even on slopes and stairs?
First model I've done in ages that is not 1000ish tris :P
Gonna use this as a learning execise before normal mapping and all these fancy gubbins completely passes me by
I did a bit anally retentive and modelled the flesh under the jacket but I realised that there was no point and that mesh is now in my todo directory.... might end up using it for cadaver....
expect updates in about a week's time, gonna be busy next week but I shall be lurking from time to time
neat chunkey, as I told you, I'd serparate the jacket and remaining parts of flest, just to make the zbrush editing a tad easier to handle for your computer.
not that sure about the edgeloops around the manboobs, but I'll wait to see how it smooth.
KDR : is your Normal a TGA or a DDS ? really looks like dxt5 compression...
Thought I'd post an update, with the model meshsmoothed and including a head- not entirely happy with the edgeloops on the face but hopefully they'll hold together until I need to make the proper low poly version- this is sorta the low poly base but I will be optimising like a mofo once I know how the high poly mesh looks
Thanks for the feedback Vahl, I'm not completely happy with the manbewbs myself- most probably tweak the edgeloops some more or use what I had created for the flesh underneath, which did look bang on I've also split the model in to different model IDs which I can easily detatch and set up as seperate models, so touch wood, I can get it all sorted easily enough in Zbrush2
KDR : is your Normal a TGA or a DDS ? really looks like dxt5 compression...
TGA, I've given it the forceHighQuality and uncompressed flags in the MTR but neither worked. Doom 3 took the exact same MTR and used no compression (at least on the normalmap).
quick update... learning Zbrush...may be the last update for a bit, got a lot on at the moment definately gonna finish this dude though, I am quite enjoying working in Zbrush
No idea how to fix the compression problems and not going to release before they are fixed.
EDIT: And is there any way to override the ambient lighting behaviour? The one that just takes the blue channel from your normalmap and multiplies the ambient light with it?
Still working on mine.... currently doing first pass detailing on the head, will post once I have got the torso in some kind of decent condition
Gonna be taking a bit of time with my model, it's a bit of a learning experience, and I've never exported in to the Q4 engine or done normal mapping so this should be interesting....
Guys: What's the ETA on getting these fellas sorted out for a pack? or are we all just gonna release them at our own leisure?
Bit more tweaking still to do, but I had some good luck with Maya's hardware renderer (thank you, 6800GT!) so I posed this fellow again.
I was thinking it would be cool if the folks who have put stuff into Q4 could share some advice or point the way to some nice tutorials. Maybe a Q4 tech thread would be cool.
Vahl had a Doom 3 tutorial once, that runs you through the whole setup process and iddevnet has the details for the materials, modeldefs, etc. You can look into the Doom 3 section as well, that has more detail on stuff like the material files.
Hm, it seems that the compression problems don't happen if I don't use addnormals or smoothnormals, problem is this:
Without the image functions the normalmap acts as if it was completely out of whack, not normalized and everything (noticed that before but this seems easier to fix than the image function problem). Running a renormalizing image function over it gets rid of that problem but gives those compression errors. The game's normalmaps look pretty normal (running the NVidia filter with renormalize over them doesn't change them) but everything seems to be coated in image functions if you open the mtrs.
BTW, does anyone know how combined textures are stored in the memory? Are they combined and the result kept or are they kept separately with the GPU's shader units recombining them every frame?
Is your card a radeon? Mine is, and it forces compressed textures on anything that doesn't want it even at "maximum quality" tet in the control panel. Q3A looks really ugly
Are you putting it through image functions? I.e. is your bumpmap just bumpmap blabla.tga or bumpmap addnormals(bumpmap.tga,heightmap(heightmap.tga,3)) or something? (and aren't you overdoing it with the specularity?)
Replies
This might be a stretch but what would be awesome is if you could use player models on NON-pure servers. It was always so much fun to just pop into a server and just see random characters in the deathmatch mix. Polycount could be Raven's personal non-cheat approval stampers of plug-in player models.
That's what this place was built for in the first place during Quake 2, quality assurance and a repository of Quake player models.
seamful but heh.
http://cheapy.deathmask.net/crap/q4grg10.jpg
http://cheapy.deathmask.net/crap/q4grg11.jpg
http://cheapy.deathmask.net/crap/q4grg12.jpg
http://cheapy.deathmask.net/crap/q4grg13.jpg
http://cheapy.deathmask.net/crap/q4grg14.jpg
http://cheapy.deathmask.net/crap/q4grg15.jpg
http://cheapy.deathmask.net/crap/q4grg16.jpg
lord bearkub, if you hear me...
Seeing that Pior has also done work on a patriot character, I'm gonna concentrate on working on either Cadaver or Biker- if I can keep the base mesh pretty much the same, I might do both :P
Seriously.
BTW, is there an unposed MP skeleton for applications other than Maya available somewhere?
Works now.
For some reason I have to use smoothnormals on the face normalmap to renormalize it, the normals are like 2x as large as they should be. I didn't have that problem in Doom 3.
BTW, is it just me or did they disable the WalkIK system from Doom 3 that made sure your character's feet are on the ground even on slopes and stairs?
First model I've done in ages that is not 1000ish tris :P
Gonna use this as a learning execise before normal mapping and all these fancy gubbins completely passes me by
I did a bit anally retentive and modelled the flesh under the jacket but I realised that there was no point and that mesh is now in my todo directory.... might end up using it for cadaver....
expect updates in about a week's time, gonna be busy next week but I shall be lurking from time to time
Andrew, thanks for all your community support! I know I've been talking about making one of these things forever.
EDIT:
I'm getting nasty compression artifacts on the normalmaps that I didn't get with Doom 3, I'm running this at high detail:
and Cheapy, that's normal, some problem with the engine I think. UV seams are rendered as mesh seams no matter what you do.
not that sure about the edgeloops around the manboobs, but I'll wait to see how it smooth.
KDR : is your Normal a TGA or a DDS ? really looks like dxt5 compression...
Thought I'd post an update, with the model meshsmoothed and including a head- not entirely happy with the edgeloops on the face but hopefully they'll hold together until I need to make the proper low poly version- this is sorta the low poly base but I will be optimising like a mofo once I know how the high poly mesh looks
Thanks for the feedback Vahl, I'm not completely happy with the manbewbs myself- most probably tweak the edgeloops some more or use what I had created for the flesh underneath, which did look bang on I've also split the model in to different model IDs which I can easily detatch and set up as seperate models, so touch wood, I can get it all sorted easily enough in Zbrush2
TGA, I've given it the forceHighQuality and uncompressed flags in the MTR but neither worked. Doom 3 took the exact same MTR and used no compression (at least on the normalmap).
EDIT: And is there any way to override the ambient lighting behaviour? The one that just takes the blue channel from your normalmap and multiplies the ambient light with it?
Gonna be taking a bit of time with my model, it's a bit of a learning experience, and I've never exported in to the Q4 engine or done normal mapping so this should be interesting....
Guys: What's the ETA on getting these fellas sorted out for a pack? or are we all just gonna release them at our own leisure?
I was thinking it would be cool if the folks who have put stuff into Q4 could share some advice or point the way to some nice tutorials. Maybe a Q4 tech thread would be cool.
Good work!
That Q4 stuff would be cool.
http://wip.global-illusions.com/d3tut/quick%20Tutorial%20-%20Doom3_PPM.htm
feel free to ask if you need anything
Without the image functions the normalmap acts as if it was completely out of whack, not normalized and everything (noticed that before but this seems easier to fix than the image function problem). Running a renormalizing image function over it gets rid of that problem but gives those compression errors. The game's normalmaps look pretty normal (running the NVidia filter with renormalize over them doesn't change them) but everything seems to be coated in image functions if you open the mtrs.
BTW, does anyone know how combined textures are stored in the memory? Are they combined and the result kept or are they kept separately with the GPU's shader units recombining them every frame?
the seams are less noticable in well lit maps apparently but they're still there, and also texture compression RAPES my normal mapping