I downloaded the model to test, but I've hardly touched Q4 for modelling or viewing player models. In fact I haven't opened the game since I installed the 1.1 patch.
I tried loading the Ryoka model into modview but it doesn't work. It's fine in the multiplayer selection screen (although looks really weird, big seam down the front and the diffuse texture looked wrong somehow?) ... I can't get into third person view in multiplayer mode, so the only place I can see the model is in the player selection screen, and that's no good.
Got any links or info for me on how to view the model properly?
The diffuse isn't the problem, compare the Ryoka model with the Ryoka renormalized model. The latter is with smoothnormals applied to the normalmap. I'd like to know if others run into the same problem with their models or if that only happens with mine.
As you probaly see already you need to press enter on the numpad to allow cheats, then you can use the number keys to get different viewing angles with 5 meaning first person view.
The boxfilter smoothnormals uses may have caused some issues (or maybe you're seeing the compression artifacts, though I can't spot any on your screenshots, are you running it at ultra detail or something?), if I can't get it to work with just the TGA I'll probably use addnormals instead.
rich_is_bored did a lot of testing around, there doesn't seem to be a solution. Additionally he found out that bumpmaps aren't only compressed, they get downsampled to 256x256. You need to set CVars to prevent that from happening. Apparently Raven has a different understanding of "High detail" than iD.
Yep, works fine for me now. I notice that, looking from the front, when the jump animation is played, the leg deforms a little weirdly at the top inner back area... not really a big issue though, I doubt many will notice it.
Also the fact that she sounds like a burly man is a tad unsettling
Hi
I think your models here are impressive, and its a shame, that they get dusty like this.
I'm the author of a project called "Creative Commons Quake4",
which is basically offering resources to be used freely by other mods.
I would like to add all your models together to one big model package,
which would be available on baseq4, and with some additions like modelspecific sounds in my mod GTR.
I know you guys may not have the time and/or the knowledge
about animations, sounds or skins to finish your jobs
so what I'm planning, is adding all those models to a public source, where people can help finishing them.
all authors name will get special credits for their work.
so what would you get for it ? all of your models would get pretty popular,
and they will become a standard, like some popular mappacks.
could those who can not continue their work please send it to TTK-Bandit at my-mail.ch
even if its only concept arts of models.
that would be cool, so we could start of with something.
we're asking some doom3 modelers to port their doom3 models to q4 too, so the package is getting even bigger.
I'll try to send all of the artists here a pm, hopefully I'll get you all
list of artists contacted:
Zatoichi, gauss, Slash, ElysiumGX, spacemonkey, Makkon, dur23, Daedalus
CheapAlert, diZzyWalnut, Jaco, lkraan, EvilEngine, Vailias, DH_
Chunkey, MoP, arshlevon, Jackablade, Ninjas, Quaggs, poopinmymouth
ScoobyDoofus, blitz, Neo_God, animeboyz, pior, Crylar, King of Daveness
KDR_11k, cholden, Chunkey
I SWEAR TO GOD I'm not bumping up this thread for the hell of it. I was just wondering if anyone has done more to their characters... Slash... Chunky... ?
Its on my list of things I really should get around to finishing, along with a whole bunch of other bits and pieces. I'm planning to clean up some left overs once I've finished off my Streetfighter entry.
what use what that be in q4? a texture with that much lighting would look horrible. You would have to completely redo the mesh with a highres for normal, diffuse and spec for it to look any good and be worth doing.
Also, EQ, you don't *have* to use normal/spec in Q4... just use a nicely-painted diffuse texture and crank the ambient on the material a little. Should look fine (although obviously won't react with the environment in the same level of detail as existing player models, in the default maps anyway).
Slash is doing Slash!
Dear god I love you so much! Keep going! Make it happend!!
Sdk Sdk Sdk! Wanna animate her! xD
*super excited*
(Slash kicks Patriots ass any day of the week on Dm6)
edit:
Just noticed Zatoichi's concepts on the first page. Dear god thats a awesome rework of Slash, very up-to-date! I'm loving it!
(Yes, I do have a secret crush on Slash..)
[ QUOTE ]
[ QUOTE ]
Also, EQ, you don't *have* to use normal/spec in Q4...
[/ QUOTE ]
Normal maps are required for models in the engine, otherwise the model will just wonk out insideout entirely fullbright
[/ QUOTE ]
I think he was suggesting using a flat 128,128,255 map for the normal. So you'de simply get standard vertex shading, iirc. Tho that might not work with thier system.
[/ QUOTE ]
Yes - exactly , this pick of Mr.D.C. is the result the overpainting
for my modelsheet.
Of course to keep more realistic skin the pick n° 3 will be an issue of the skin for Q4 model.
Well, to understand and see the real skin under Q4 I've looked at the skins of our hero KANE.
Replies
I tried loading the Ryoka model into modview but it doesn't work. It's fine in the multiplayer selection screen (although looks really weird, big seam down the front and the diffuse texture looked wrong somehow?) ... I can't get into third person view in multiplayer mode, so the only place I can see the model is in the player selection screen, and that's no good.
Got any links or info for me on how to view the model properly?
For thirdperson viewing I use this in a cfg:
bind kp_uparrow "pm_thirdperson 1;pm_thirdpersonangle 180"
bind kp_downarrow "pm_thirdperson 1;pm_thirdpersonangle 0"
bind kp_leftarrow "pm_thirdperson 1;pm_thirdpersonangle 90"
bind kp_rightarrow "pm_thirdperson 1;pm_thirdpersonangle 270"
bind kp_home "pm_thirdperson 1;pm_thirdpersonangle 160"
bind kp_pgup "pm_thirdperson 1;pm_thirdpersonangle 200"
bind kp_pgdn "pm_thirdperson 1;pm_thirdpersonangle 20"
bind kp_end "pm_thirdperson 1;pm_thirdpersonangle 340"
bind kp_5 "pm_thirdperson 0;pm_thirdpersonangle 0"
bind kp_ins "toggle pm_thirdperson"
bind kp_plus "pm_thirdpersonheight -32"
bind kp_minus "pm_thirdpersonheight -16"
bind kp_mul "pm_thirdpersonheight 0"
bind kp_enter "toggle net_allowcheats"
As you probaly see already you need to press enter on the numpad to allow cheats, then you can use the number keys to get different viewing angles with 5 meaning first person view.
Here are 2 pairs of comparison screenshots with your model, dunno if that helps at all.
http://www.ldaustinart.com/paul/ryoka/shot00001.jpg
http://www.ldaustinart.com/paul/ryoka/shot00002.jpg
http://www.ldaustinart.com/paul/ryoka/shot00003.jpg
http://www.ldaustinart.com/paul/ryoka/shot00004.jpg
The renormalised one looks pretty good to me, some tiny weird errors on the hands and a couple of places though, not sure why that is.
rich_is_bored did a lot of testing around, there doesn't seem to be a solution. Additionally he found out that bumpmaps aren't only compressed, they get downsampled to 256x256. You need to set CVars to prevent that from happening. Apparently Raven has a different understanding of "High detail" than iD.
Unless somebody finds any bugs with that version I'll submit her like that.
Also the fact that she sounds like a burly man is a tad unsettling
Custom sounds for player models in the next patch would be nice...
I think your models here are impressive, and its a shame, that they get dusty like this.
I'm the author of a project called "Creative Commons Quake4",
which is basically offering resources to be used freely by other mods.
I would like to add all your models together to one big model package,
which would be available on baseq4, and with some additions like modelspecific sounds in my mod GTR.
I know you guys may not have the time and/or the knowledge
about animations, sounds or skins to finish your jobs
so what I'm planning, is adding all those models to a public source, where people can help finishing them.
all authors name will get special credits for their work.
so what would you get for it ? all of your models would get pretty popular,
and they will become a standard, like some popular mappacks.
you can get informations about CCQ4 here:
http://gtr.quakedev.com/?section=ccq4
and this is about my mod:
http://gtr.quakedev.com/?section=gtr
Thanx for listening
even if its only concept arts of models.
that would be cool, so we could start of with something.
we're asking some doom3 modelers to port their doom3 models to q4 too, so the package is getting even bigger.
I'll try to send all of the artists here a pm, hopefully I'll get you all
list of artists contacted:
Zatoichi, gauss, Slash, ElysiumGX, spacemonkey, Makkon, dur23, Daedalus
CheapAlert, diZzyWalnut, Jaco, lkraan, EvilEngine, Vailias, DH_
Chunkey, MoP, arshlevon, Jackablade, Ninjas, Quaggs, poopinmymouth
ScoobyDoofus, blitz, Neo_God, animeboyz, pior, Crylar, King of Daveness
KDR_11k, cholden, Chunkey
correct me, if I missed some
list of artists contacted:
Zatoichi, gauss, Slash, ElysiumGX, spacemonkey, Makkon, dur23, Daedalus
CheapAlert, diZzyWalnut, Jaco, lkraan, EvilEngine, Vailias, DH_
Chunkey, MoP, arshlevon, Jackablade, Ninjas, Quaggs, poopinmymouth
ScoobyDoofus, blitz, Neo_God, animeboyz, pior, Crylar, King of Daveness
KDR_11k, cholden, Chunkey
correct me, if I missed some
[/ QUOTE ]
.........Why?
Anyways, i saw what pior is doing with his patriot, and i felt the need to blow the dust off this lady. Started the head normalmap and diffuse.
That bobo demon melted into my retinas and clouded my mind.
[ QUOTE ]
list of artists contacted:
Zatoichi, gauss, Slash, ElysiumGX, spacemonkey, Makkon, dur23, Daedalus
CheapAlert, diZzyWalnut, Jaco, lkraan, EvilEngine, Vailias, DH_
Chunkey, MoP, arshlevon, Jackablade, Ninjas, Quaggs, poopinmymouth
ScoobyDoofus, blitz, Neo_God, animeboyz, pior, Crylar, King of Daveness
KDR_11k, cholden, Chunkey
correct me, if I missed some
[/ QUOTE ]
.........Why?
[/ QUOTE ]
sorry, thats something you say in my language, I guess you cant use it in english
probably My Mr.D.C.
Also, EQ, you don't *have* to use normal/spec in Q4...
[/ QUOTE ]
Normal maps are required for models in the engine, otherwise the model will just wonk out insideout entirely fullbright
Dear god I love you so much! Keep going! Make it happend!!
Sdk Sdk Sdk! Wanna animate her! xD
*super excited*
(Slash kicks Patriots ass any day of the week on Dm6)
edit:
Just noticed Zatoichi's concepts on the first page. Dear god thats a awesome rework of Slash, very up-to-date! I'm loving it!
(Yes, I do have a secret crush on Slash..)
[ QUOTE ]
Also, EQ, you don't *have* to use normal/spec in Q4...
[/ QUOTE ]
Normal maps are required for models in the engine, otherwise the model will just wonk out insideout entirely fullbright
[/ QUOTE ]
I think he was suggesting using a flat 128,128,255 map for the normal. So you'de simply get standard vertex shading, iirc. Tho that might not work with thier system.
I think it's just his modelsheet eq...
[/ QUOTE ]
Yes - exactly , this pick of Mr.D.C. is the result the overpainting
for my modelsheet.
Of course to keep more realistic skin the pick n° 3 will be an issue of the skin for Q4 model.
Well, to understand and see the real skin under Q4 I've looked at the skins of our hero KANE.
I hope ,I don't do something wrong to post this skins of KANE - Q4 model player.
All my respect to Id and Raven Software.
A few links what I've found yesterday .... I feel ready to go for a next gen. Just need some experience.
http://www.doom3world.org/phpbb2/viewtopic.php?t=483
http://crystalcore.svanfeldt.com/tikiwiki/tiki-print_article.php?articleId=2
http://www.mapping-tutorials.de/forum/showthread.php?t=166
http://www.mapping-tutorials.de/forum/showthread.php?t=164
http://www.mapping-tutorials.de/forum/showthread.php?t=165
Not much, but she's slowly getting there.
There so many cool character works here! Please take a look at my version of Lucy from Q3A:
Best regards,
Andrey Supryaga
web page
Nicely done.
Nice work, mate.
What is that she's holding in her hand?
[/ QUOTE ]You probably should have your Polycount membership revoked for that question. Its a Quake 3 rocket launcher.