HOWTO: Make A New Nexuiz Playermodel.

Post anything to do with editing Nexuiz here. Whether its problems you've had, questions, or if you just want to show off your work.

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Postby torus » Tue Jan 08, 2008 11:25 pm

Your a god, ishan. I'm going to get to work on some nice models for us. I finally figured out how to use Melody correctly, so they should have some nice object-space as well.
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Postby ai » Wed Jan 09, 2008 6:58 am

First of you've got a spelling error I think unless it's some new fancy word the youth has come up with (it's at the Blender tutorials section):
shaggy wrote: - This enplanes the user interface.

Secondly, add in Maya and one or two tutorial links. Cause I gotta tell you, having included Milkshape as a modeling program but not Maya, that's an insult right there. :) Milkshape is by far the worst modeling program in my experience, it's only good as a file converter.
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Postby torus » Wed Jan 09, 2008 7:05 am

ai wrote:First of you've got a spelling error I think unless it's some new fancy word the youth has come up with (it's at the Blender tutorials section):
shaggy wrote: - This enplanes the user interface.

Secondly, add in Maya and one or two tutorial links. Cause I gotta tell you, having included Milkshape as a modeling program but not Maya, that's an insult right there. :) Milkshape is by far the worst modeling program in my experience, it's only good as a file converter.


I have to agree with that. Milkshape is abysmal.
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Postby shaggy » Wed Jan 09, 2008 7:14 am

Ok, I'll add that and I'll leave my "hip" new word for a different place ;) I though I'd get it to catch on. :P

Nah, it was one of my many spelling errors :)
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Postby leileilol » Wed Jan 09, 2008 8:19 pm

Morphed wrote:zym compiler use SAME smds as HL2


ZYM compiler can't handle weights, so no
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Postby Morphed » Wed Feb 06, 2008 9:10 am

leileilol wrote:ZYM compiler can't handle weights, so no


ok, it dont support it

of course if you give hl2 smds to zmodel it will work, but who cares ??


ihsan wrote:The nexuiz SMD's use only 100% weights which is a special case in the SMD format. Most SMD importers/exporters are confused by this (they instead "share" weight among only 1 bone).


I use weighted smds and it work, maybe it round weight and everything above 50% is 100% and below is 0%

another good point of using hl2 smds is that you can create *.DPM model from same sources, and *.SKM (used in warsow iirc) and hl2 model too of course :)

I know it works, I already done it, monk model and spy model are both compiled from HL2 smds
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Postby oz » Wed Feb 06, 2008 9:32 pm

Morphed wrote:I know it works, I already done it, monk model and spy model are both compiled from HL2 smds

They are so cool!

Sorry for OT
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Postby erroneus » Sat Feb 09, 2008 9:01 pm

i have to check somewhere before i get started making my own model.
is it possible to have the walking/running animation correspond to the actual speed of the player? I’m building a VR system and I’m relying on joystick input to control the walking/running speed. I’ve noticed that the character is always in a running motion no matter how fast I’m actually going, it looks really dumb, is it darkplaces engine thing?

My goal is to be able to look down and see the player-model’s legs, it seems to do that, I’ll need to create a model that is legs only, as the polygons in the top half of the model interfere with the view (when chase distance is set to 0)
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Postby silentcry » Thu Mar 20, 2008 10:14 pm

Like many others I'd also like to create my own playermodel. I've done a few 3D jobs so far so my knowledge about using 3D programs is rather up to date. I imported one of the smd's but I'm curios to know why there the default armature posing is actual NOT like the usual T-Poses as in most games. The bones intended for animating facial expressions seem to be ignored 'cause they don't do anything for me. The other thing is, that I don't know the upper polycount limit for a player model (the current ones are very low). The polyocunt limit for the current dominancewar challenge (which is about creating nex gen characters) suggests 9000 tris and a texture resolution of 2048px. Does the same rule apply for Nexuiz?
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Postby torus » Thu Mar 20, 2008 10:20 pm

Aim for a polycount ~ 3000, and a 512x512 UVmap. Nexuiz is not a next gen game, but quite a lot can be done with 3000 polies if you know what you are doing. I would say the upper, upper limit is 3500-4000 tris.

Also you may want to model high poly, then reduce it algorithmically, and code the difference into an tangent-space normal map (using nVidia's normal mapper "melody")
Last edited by torus on Fri Mar 21, 2008 3:27 pm, edited 1 time in total.
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