That Was Re: Shambler
That BFG is nice but the skin looks a bit like plastic.
That's Because I'm Still Working On It
#1110 posted by aDaya on 2016/01/20 22:02:45
After I'm done doing the bases, I plan on darkening it, put some noise, and apply the quake palette. This is the method I did for all my models.
Alright, Gimme That Shambler!
#1111 posted by mankrip on 2016/01/21 00:20:58
This model needs to be released.
Shambler... Sooon....
#1112 posted by Skiffy on 2016/01/21 02:25:05
If all goes well I might release it on the weekend. At least a alpha version for folks to try out and comment while I clean up animation looks and refine the texture a bit.
BFG
#1113 posted by Drew on 2016/01/21 02:56:33
why has nobody - read: Tronyn and Ericw - done this in quake yet?
If You Build It They Will Implement It? :)
#1114 posted by Skiffy on 2016/01/21 03:55:29
That is my theory at least....
For the shambler I will be able to add a bunch of additional animations at the end btw... for maybe some new abilities like running and clawing at the same time? Or some new AOE lighting shockwave attack.. always thought the shambler could use some additional tricks on higher skill levels. Or variants! we have a zillion ogres in Arcade Dimension... now that I have this bases I would be up for making some extra Shambler variations. Zombie shamblers anyone? :)
#1115 posted by necros on 2016/01/21 04:21:05
keep in mind, max number of frames in a model (for compatibility with most engines) is 255. i know how easy it can be adding in new animations. :)
161 Frames Of Fun!
#1116 posted by Skiffy on 2016/01/21 06:07:34
Well considering the current shambler is using 94 frames that gives me 161 frames of extra options? Let me get this sucker done first but I would love to work with the Arcane guys to maybe add some souped up Shamblers? :)
#1117 posted by mankrip on 2016/01/21 07:38:14
Framegroups can be used to extend the number of frames in vanilla Quake.
More Frames Where? How?? :)
#1118 posted by Skiffy on 2016/01/21 09:12:39
Oh? How is this done exactly? Just giving them actual names then? So the Run frame group and idle frame group can be no bigger than 255 frames? I would love to find some documentation to read on this...
#1119 posted by mankrip on 2016/01/21 10:24:30
Framegroups are indexed as single frames. If your first framegroup starts at frame 250, the other frame(group) following it will have the index 251, no matter how many frames are inside of the framegroup.
Framegroups were most likely a late addition to the engine, because none of the vanilla models uses this feature, even though it's certainly beneficial to idle and running poses.
#1120 posted by mankrip on 2016/01/21 10:32:25
Some more info: I had forgotten that the torches uses framegroups�
http://renep.home.xs4all.nl/qmehelp/concepts.htm
#1121 posted by mankrip on 2016/01/21 10:40:49
Here. Click on the "Main Window" link, and then scroll down to the "Frame Tree Panel" section:
http://renep.home.xs4all.nl/qmehelp/
Interesting. Framegroups Never Knew About Those.
#1122 posted by Skiffy on 2016/01/21 15:07:58
Ok so how do I add these without using QME? :)
Preach do you have some magic tools for this per chance?
Yes Indeed
#1123 posted by Preach on 2016/01/21 19:27:10
There's a way to do it using the Helper in the python module. The Vortex model from
https://tomeofpreach.wordpress.com/2015/12/30/vortex/
has an example in its python script, the relevant portion are:
from qmdl.helper import Helper
#read the model file
mymdl = Helper()
mymdl.load("model.mdl")
mymdl.group_frames(0, 15, "spiral")
mymdl.save()
BFG9500 Second Iteration
#1124 posted by aDaya on 2016/01/22 11:46:24
Kenneth Scott Goodness For Inspiration
#1125 posted by Skiffy on 2016/01/22 13:24:45
Hmmm too much edgework with no light direction.
https://www.dropbox.com/s/00e0kunjg9z5bvs/Quake_3_Weapons_2.jpg?dl=0
Here is some inspiration and the textures show a lot of directional lighting and tasty little highlights.
Thanks Preach!
#1126 posted by Skiffy on 2016/01/22 13:27:14
I knew I was going to have to get around to installing the python tools at one point...
Now my question Mankrip about framegroups... does it only really help at the end of the file or if I start adding them in the beginning and it somehow encapsulates them making each index add to the count instead of the actual frames? What is the theoretical limit? :)
Skiffy
#1127 posted by aDaya on 2016/01/22 17:17:19
I wanted the edges to be rough like that.
Although yeah I could rework on the overall light, to be on top.
#1128 posted by mankrip on 2016/01/23 01:42:34
Daya: That BFG 9500 looks really good for Quake, it just needs some weathering.
Skiffy: If you group the first scenes, you'll have to modify the QC code, and that means making your models incompatible with everything but your own mod.
Let's say you have a model with these frames�
0 base
1 idle
2 idle
3 idle
4 walk
5 walk
6 walk
� and then you group the "idle" animation:
0 base
1 idle(1,2,3)
2 walk
3 walk
4 walk
See how the indexes of the "walk" animation were affected by the grouping of previous frames.
#1129 posted by necros on 2016/01/23 03:39:13
only thing with frame groups walk and run anims: stock models have different movement per frame. this is accounted for in the code, but with frame groups, you do not know what frame you are on because to the code, it's all the same frame index. you would need to redo the animation so that the movement is constant on all frames.
#1130 posted by mankrip on 2016/01/23 04:08:16
Framegroups do support individual timing for each subframe.
I Think I Get It.
#1131 posted by Skiffy on 2016/01/23 04:09:30
So if I understand this correctly I could have 255 frame groups for some crazy reason? Its not a 255 frame limit but index limit. But if you dont group frames then they each take an index... so to speak.
Daya I do look forward to having this in Quake though :)
Here is another take from the one mode that added all the quake2 weapons to quake 3.
http://www.wireheadstudios.org/album/album35/strogbfg_shots.sized.jpg
Frame Rate Changes?
#1132 posted by Skiffy on 2016/01/23 04:11:03
Amusing... I thought quake1 ran at 10fps logic all the time. Then again I think the minotaur in Arcane has some at a higher framerate?
#1133 posted by necros on 2016/01/23 04:30:42
the individual timing thing doesn't work. also, timing isn't the issue, it's distance.
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