Playing around with player models...

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 [-z-] » Mon Jun 23, 2008 3:26 pm

Looking good Rebecca. Congratulations on getting this far :).
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Postby HarryButt » Sun Jun 29, 2008 1:27 am

Rebecca wrote:I like a bit of imperfection.
May be, but imo it would fit the general concept of your model. Anyway, it's up to you. I'm just the suggester guy... :P
It's looking very cool atm.

And btw: If you are actually going to rig/animate this one til the end...

ISN'T THIS A GOOD TIME TO START WITH SEGMENTED MODELS IN NEXUIZ?
There has to be a first up/down-looking model, so why not this one?
I'M BATMAN!
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Postby Rebecca » Mon Jun 30, 2008 8:47 am

[GF]HarryButt wrote:Anyway, it's up to you. I'm just the suggester guy... :P

Suggestions are really appreciated. I did work on the face a bit.

[GF]HarryButt wrote:ISN'T THIS A GOOD TIME TO START WITH SEGMENTED MODELS IN NEXUIZ?
There has to be a first up/down-looking model, so why not this one?

Is that already supported? What would I have to do?
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Postby divVerent » Mon Jun 30, 2008 1:27 pm

It is not supported in 2.4.2, and not in svn yet, however we'd really want that supported once. Blub, do you think you can get that to work in CSQC?
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 ScottS » Mon Jun 30, 2008 2:47 pm

What exactly do you mean by segmented models? Like quake3 with the legs, torso and head or something else? Is this so character models can look up and down and if so doesn't darkplaces support a skeletal format like MD5 or the Unreal engine .psa and .psk formats?
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Postby SavageX » Mon Jun 30, 2008 5:33 pm

Supporting skeletal formats (yes, the engine supports that) and having ways to manipulate bones (no, the engine doesn't support that) are two different things. Model formats aren't everything ;)
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Postby Rebecca » Mon Jun 30, 2008 9:00 pm

render 1
render 2

Now there are cloths! The front of the knees needs some additional tweaking, but other than that I think I'm finished with the high poly modeling.

Next will be some texturing. The face needs some colors, the hair texture can be improved, and there will be some tattoos. I'm wondering if I should make the metal parts look scratched, and maybe the leather as well, or if I should just leave it shiny new. At the moment I am tending towards the latter. Well, one could always make additional skins later on...
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Postby John Galt » Mon Jun 30, 2008 9:18 pm

Rebecca, this is looking awesome. Can't wait to see this finished :)

Cheers
cat /dev/urandom > /dev/mem
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Postby HarryButt » Tue Jul 01, 2008 2:21 am

What about some tattoos? :P
Or a tanned/black skin as an alternative?

@ SavageX: Does that mean, that segmented models are depending on LordHavoc's progress with DarkPlaces? I wonder, what he can tell us on this topic...
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Postby SavageX » Tue Jul 01, 2008 7:10 am

Segmented models don't depend on LH's engine progress, having the models look up/down *without* segmentation would need engine modifications.
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