[Player Model Images] An Alternative

Developer discussion of experimental fixes, changes, and improvements.

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[Player Model Images] An Alternative

Postby sev » Mon Jul 14, 2008 6:52 am

It is quite obvious that the existing player model images are outdated, inconsistent and in a quite poor quality.

So I intended to ask you first if I could create new ones, but I had to find out if I was able to create them in the first place. And when I found out I could and as everything was set up, I simply skipped the asking part. :P

These alternative ones are based on screenshots taken under the exact same conditions, have a resolution of 512x512 and are .tga with an alpha channel. In addition, the relative sizes of the models are correct (meaning: bigger in image = bigger in game).

Download
(UPDATE: Included in Nexuiz 2.5)

Screenshot (unscaled versions)
Image
Last edited by sev on Thu Apr 29, 2010 7:06 pm, edited 5 times in total.
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Postby ai » Mon Jul 14, 2008 7:17 am

Great job, they look outstanding, really. And I don't throw away words like "awesome, outstanding" lightly (like the other peeps around these forums :P). I really hope these will get included in the next version.
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Postby divVerent » Mon Jul 14, 2008 7:33 am

Actually, I'd prefer the rotating player model preview to get in instead that had been coded by Black for EDU2, but never added to the engine and the QC code.

But if we won't someone to merge this code in and clean it up, we will probably have to use these images instead.
1. Open Notepad
2. Paste: ÿþMSMSMS
3. Save
4. Open the file in Notepad again

You can vary the number of "MS", so you can clearly see it's MS which is causing it.
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Postby ai » Mon Jul 14, 2008 7:44 am

Yeah, a rotating preview would be the best choice. But as you said, if that won't happen these would be much better than the current ones.
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Postby sev » Mon Jul 14, 2008 8:20 am

Of course the goal should be a real time render (also enabling a preview of the colour settings).

The images are an in-between solution, and I think a lot better than the existing ones.

By the way, while experimenting with different colour settings I found the "secret" shirt and pants colour. :shock: Does this really work in online multiplayer games?
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Postby divVerent » Mon Jul 14, 2008 8:56 am

Yes, it does work in multiplayer (but not in teamplay). As it gives its wearer a DISadvantage (he is much harder visible), it is fine as a fun feature.

Actually, that coloring can even be set on maps - the map spmspmspmspmspmspmspmbkdbnsspmspmspmndspm uses exactly that on its walls. BTW, this is the only map where the secret colors can work as camouflage :P
1. Open Notepad
2. Paste: ÿþMSMSMS
3. Save
4. Open the file in Notepad again

You can vary the number of "MS", so you can clearly see it's MS which is causing it.
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Postby Fisume! » Mon Jul 14, 2008 10:24 am

Cool. Thank you very much sev. Great job. :)
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Postby Ronan » Mon Jul 14, 2008 11:45 am

Yeah, now the player model images actually look like how the players models really are. Thanks
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Postby sev » Mon Jul 14, 2008 7:17 pm

So far, I created some alternative menu skins and player model images.
And while I am at it, I also would like to propose alternative shirt and pants colours :P
Mainly because I do not really see a logical pattern in the old ones. There are 5 brownish ones as well as red and orange, so almost halve of the colours are red/brown.

The alternative ones would evenly cover the whole spectrum and all of them would have a more similar brightness, as well as being mathematically more logical (hex triplet, web colours).

I have no idea how difficult it would be to change them, this is just a suggestion.

Image
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Postby GreEn`mArine » Tue Jul 15, 2008 6:55 am

make sure that the key colors: red, blue, orange and green have the same position as in the original file, otherwise TDM/CTF/Colored-Fullbright-Skins will have different colors all of a sudden, which will confuse people.
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