Different gibs and blood for every character species

Developer discussion of experimental fixes, changes, and improvements.

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Postby Taiyo.uk » Mon Feb 02, 2009 4:33 pm

Yeah, perhaps I should have been more clear - the gibs only bear team colours on (what were) external surfaces. Blood/internal organ/etc. colour remains unaffected by the team colours.
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Postby MirceaKitsune » Tue Feb 24, 2009 1:02 am

*gentle bump to the topic as I really think it would be a shame to let this feature die out and be forgotten again*

Was wondering if there's any progress with this so far. I was still planning to try and modify some gibs myself but I really don't trust (and am not sure if I can use) my .md3 exporter for Blender. I have however found a few helpful hints on how to modify some of the current gibs to retexture them if they help any:

First of all some of the models in data\models\gibs have the path to their texture written in readable words between code. If you have Notepad++ you can open them and look for ".tga" and modify that line to the path of the new texture. Those models who don't have a clear path to the texture file in them may likely take the texture with the same name as the model file from Textures (all the gib model textures appear to be located directly under data\textures).

Now... if the plan is to only have differently textured gibs but not different models, there might be another way; Modifying the TossGib function so textures can be specified manually for each model. This is the current example of a tossgib from client\gibs.qc:

TossGib("models/gibs/eye.md3", org, vel, prandomvec() * 150, 0);

I believe it could be an alternative if we could manually specify texture overrides in this function so we could have the same models but using different textures in each case (I'm not sure if that's a good idea or not but probably worth trying).

If modifying the models isn't needed I can nicely take the textures and make the needed versions in at most a few hours. Just tell me if that is of any help or if everyone believes someone who can remodel all the .md3's should take care of it all entierly.
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Postby liolak » Tue Feb 24, 2009 7:56 am

would be awesome to have even more blood than now :D
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Postby tundramagi » Fri Feb 27, 2009 4:20 am

I made tech gibs for the robots 2 weeks ago. Someone needs to texture them (i'm bad at that). I am sure that no one will texture them, however, due to a grudge against me.

Here is the GPL'd blender file:
https://cat2.optus.nu/cat2/nutsandbolts.blend

Gears (helical, spur, wish bone), nuts, bolts, capacitors, spring, pnumatic/hydrolic ram.
It's all there. I am sure, however, that it will not be textured solely due to the hatread the artists have for me and my social beliefs.

These are all centered correctly so that the "center" of each object is at the point of contact with the ground or (in the case where there are 2 copies (nuts and bolts)) the point where it would enter whatever it's being bolted into. All that needs to be done is: UVmap and export.

So, there are the tech gibs all ready for texture and then use, and they won't be in the game ever: I'm sure of it.
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Postby torus » Fri Feb 27, 2009 4:36 am

Your set of 'tech gibs' has approximately 3-4 times the number of triangles (~12,000) as the more detailed player models.
Image
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Postby tundramagi » Fri Feb 27, 2009 7:29 am

torus wrote:Your set of 'tech gibs' has approximately 3-4 times the number of triangles (~12,000) as the more detailed player models.


Yes: the reason is that it is _One_ file with Many gibs in it. Nice rim shot attempt though: someone reading your comment might think that there are just a few gibs and they take up said amount of polys. Oh and the most detailed nexuiz player model isn't very detailed. Oh and btw: when is a 16 sided cylider just too many triangles to render (since never). Btw why do you quote 'tech gibs' as if they aren't worthy of the word gibs?
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Postby tundramagi » Fri Feb 27, 2009 7:54 am

MirceaKitsune: Could you texture these: https://cat2.optus.nu/cat2/nutsandbolts.blend
If you do that then we'll have tech gibs probably. You were able to make the fox-lady so I think you will beable to do a good job on these. There are gears, bolts, capacitors, etc.
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Postby MirceaKitsune » Fri Feb 27, 2009 1:18 pm

tundramagi, downloaded them and they look good, though I probably won't be using each of them as there are too many similar models. Due to my Blender .md3 exporter not working as it should I'll probably be manually giving you the textures so you can stick them to the models unless I can finally find a way to export them.

Btw, I will be leaving for 3 weeks the day after tomorrow though I'll be taking my laptop with me. It's possible I may not get to do it in this time or will be slow though I will try to take them there and texture them since I have Photoshop installed on my lappy.

Until them maybe you can also make one set of alien gib models too, and I can texture these as well in the meantime. Also can you please post them each as a single .blend file for each model in a .zip or .rar archive? It's much easier to work with them that way.
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Postby tundramagi » Fri Feb 27, 2009 4:37 pm

Here is a working md3 exporter:
https://cat2.optus.nu/cat2/md3_export_texturefix.py

Exporting each individually is one of the things I wished to avoid untill the texturing was done (otherwise one needs to reexport after making a change/fix).
Last edited by tundramagi on Fri Feb 27, 2009 5:35 pm, edited 1 time in total.
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Postby MirceaKitsune » Fri Feb 27, 2009 5:19 pm

Thanks, I think I finally got it working :D I will try to make both these and the alien gib models and post them as textured .md3's once they are ready, though it may take a while given the fact I will be gone for a month. If someone can take care of the code as well till then they should be ready to fit.
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