Seems like all next gen shooters basically neglected, or made it a big hassle to drop new player models into the game without having to edit text files write shaders hack the FE or some other malarkey. Any reason why pipelines and workflows seem to be getting worse for the mod community when it comes to getting a new model…
and also alot of polycounters are just making models for their portfolio rather than a game, and everyone's trying to break into the industry NOT ME BECAUSE I AM A HOBBYIST AND MY MODELS ARE FOR GAMES \o/
Personally I'm keeping most of my stuff to myself and leaning more to telling stories. It's just tooo hard to do up a model that's just going to get trashed and doesn't stand up to the in-game models anyway.
Well UT2003/4 were relatively popular games to mod, and it's not as if that's decades away. I think the main reason of the decline is the lack of ppm support that embraces the new technologies - though I agree with everything else Paul Jaquays said as well. I think we'll see a revival of PPMs, even if it's a fraction of…
whatever happened to Phillip Martin, Q2 Modeller, NPherno. Guys like this made Q2 easy to make PPMs for. I want to see a MOD that supports PPMs and even a movement of sorts. If or hopefully, WHEN. Someone makes a Q4 mod similar to Lithium why not get them to add more player model functionality to it in exchange for art…
Lot's of good points. My unified theory is: 1. Demise of the unified gaming community. Once upon a time everybody played the same game. Think about it. Quake (in my mind) started the custom skin hobby. During clan play, folks wanted to play with clan skins that were custom to them. Quake 2 gave us the custom player model.…
Go and look over in 2d/3d discussion. Raven have put up an awesome resource for creating mods, player models and animations. Judging by the quick skim read I gave it, animations are not restricted by any default player skeleton, and entirely new characters with their own animation sets can be added fairly easily. Go read!