Supplimental
#369 posted by
Preach on 2012/05/17 10:39:13
Some helpful code for renaming frames:
def rename_range(frames, start, name, length):
����for i in range(length):
��������frames[i + start].name = (name + str(i + 1)).encode("ascii")
def rename_frames(mdl, names):
����i = 0
����for name in names:
��������rename_range(mdl.frames, i, *(name))
��������i += name[1]
rename_frames(mymdl, [("walk", 8), ("run", 6), ("stand", 9)])
Essentially you write a list of tuples, where each tuple is the sequence name and length.
Snakeless
#370 posted by
sock on 2012/05/17 23:32:40
@Preach, unfortunately I don't have python installed, but I can wait, honestly there is no hurry. :) Plus I am busy creating new skins at the moment, so it will be a while before I am back to exporting models again.
#371 posted by
necros on 2012/05/18 03:28:41
rawr
Sock's mesh, uv and skin and I rigged and posed it.
Thanks again for the converter, preach. Wouldn't have bothered with this stuff without it.
Hot
#374 posted by
wakey on 2012/05/18 04:30:29
When i look at this, i start to think the dragon monster would also fit neatly into socks map.
#375 posted by
metlslime on 2012/05/18 05:12:36
wow, really nice.
Quake's monster skins tend to have a bit more blood and grime splattered on them; yours looks relatively clean by comparison.
#376 posted by
necros on 2012/05/18 05:14:39
there's two skins, a clean one and a bloodied one. :)
Sock
#378 posted by
JPL on 2012/05/18 10:37:21
Very nice ! Would love to see its behaviour ingame :) Go map !!
Awesome
#379 posted by
Preach on 2012/05/18 10:59:41
The knight with a shield has finally been realised.
Sock + Necros
All this new medieval stuff looks like taken from an alternate reality that also happened to just have Q1, it's that good.
#381 posted by
JneeraZ on 2012/05/18 12:33:57
And it's an amazing looking shield! Nice work!
Nice, Indeed!
#382 posted by
generic on 2012/05/18 13:50:20
That's the best looking model I have seen in a while :)
Woot
#383 posted by
madfox on 2012/05/18 20:21:34
I like the way is has that humor on his face, while its shield looks so nasty.
Great model face lift!
In Fact
#384 posted by
ijed on 2012/05/18 22:03:37
It reminds me of John Blanche' illustrations:
http://taran.pagesperso-orange.fr/images/4khorne.jpg
Especially those from Sorcery!
Cool Article
#385 posted by
Preach on 2012/05/20 01:29:15
Something I found on polycount today, linked from the low-poly-models thread
http://wiki.polycount.com/SphereTopology
It's a guide on how to save polys on spheres by collapsing edges that don't improve the silhouette of the shape. It's interesting in itself, but also as a starting point for how to optimise curved models generally.
Quad Post
#386 posted by
Preach on 2012/05/22 01:12:16
Okay, it's only a double post.
http://www.btinternet.com/~chapterhonour/quadtrick.zip
Whack it in progs and load a map with a quad.
It's basically a similar trick to the gem, but because I can write the scripts in python now, I can cope with doing directional calculations on normals. This means you can get coherent effects rather than the random ones seen earlier.
Not Sure
#387 posted by
ijed on 2012/05/22 03:27:08
I see the difference. Is it engine dependent?
And yeah, a well presented article.
I'd be interested in one a bit more high level though. How the silhouette is all important and the visual acuity of the ones in Quake is pretty damn good.
#388 posted by
necros on 2012/05/22 03:39:22
that looks awesome man... :D
Velvet Touch
#389 posted by
madfox on 2012/05/22 08:31:44
Yes, that looks good!
I just remade the squad.mdl, giving it a flat skinfile.
It doesn't change much to the already excisting,
as if smaller objects get reduced in game.
This scripted print really glows.
Visual
#390 posted by
Preach on 2012/05/22 09:05:59
It relies on the normal effects, so it's very hard to see in darkplaces for the reasons mentioned earlier in the thread (back where sock posted the health vials). Fitzquake is recommended because it has motion interpolation without vertex lighting, but it's also worth seeing that it renders in winquake.
Sound
#392 posted by
madfox on 2012/05/22 22:11:59
I know I'm recalling the subject again, but now that I have the tessla coil I can't add a sound to its sparkle.
I'm allready glad I can use mh's version of progsref to make the thing go.
But now it seems as if an electric wav is hard to add to a info_notnull as all sounds are precached.
So here is a map with an example, maybe there is a simple solution for it.
Or I'll strip the toppic and read it again.
http://members.home.nl/gimli/tessla.zip
Sounding It Out
#393 posted by
Preach on 2012/05/22 22:53:00
It seems like the easiest way to play the sound would be to add code that precaches it to info_tessla. You can look at the code for ambient_drone to get you started. The way that ambient_drone works does mean that you can never turn the sound off, so let me know if this is a problem.
The main problem you will have is that the sound file you have does not loop. To make it look you need to:
Download wavosaur from www.wavosaur.com and install it.
Open the wav file in wavosaur
From the tools menu select markers->create marker.
You can then move the marker around, place it at the point where you want the loop to start playing after the sound reaches the end.
Finally, save the file and it should loop in-game.