The ai Frontier - My ups and downs

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 ai » Thu Jan 08, 2009 4:20 pm

C.Brutail wrote:ai, do you have any kind of pm notification enabled? ;-)

On these forums? I should have, I've gotten mail before. Why, have I gotten something? Gonna take a look. :)

EDIT: Yeah, as I suspected, I had an old email there which I no longer use. Changed it so now I should be able to receive notifications again.

EDIT 2: Ok, I'm currently uploading the rar:ed video on: ai.planetnexuiz.de/TrainingVideos/ModelsForNexuiz/
It's 294 MB. I'm gonna try to find a streaming site as well. I did re-encode the whole thing but wee and behold it got a few megs bigger even though I took down the size from 1024x768 to 640x480 and a big quality drop. Damn those encoders! DivX Xvid sucks compared to h264 (h264 doesn't even wanna encode from the video editing apps).
In an hour or so the upload is done, do not download now. Wait at least one hour from when this post was made.
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Postby Alien » Thu Jan 08, 2009 8:42 pm

There are only 2 very good video compression standards: h264 and vc-1.

If you are on windows, I suggest to get megui from http://mewiki.project357.com/wiki/MeGUI frontend and use GPLed x264 encoder, which is way better than those commercial apps have.
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Postby ai » Tue Jan 20, 2009 6:53 pm

I am now posting a model here for people to use in maps and such. Originally, I created this for Brutail but I might as well share it with everyone else. Screens available.
The polycount for the model is 4570 tris. However, it doesn't use a texture more than 1x1 pixel color. If people want to create texture for it then go nuts, if so I can provide high def UV layout screens.

For some reason the normals didn't get smoothed when converting to md3, dunno why, it would look a bit better but hey. There's a readme on where to place these models and the texture file within the rar.
Link to model: http://ai.kurotorobert.com/nexuiz/model ... eleton.rar

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PS. If people want more poses I can provide them, I have rigged the skeleton up and skinned it so I can pose it in any position desired. Unfortunately, I do not know which format actually saves the rig and the weighted vertecies so I cannot provide the raw file. Only the smd version if people want.
Last edited by ai on Mon Aug 10, 2009 8:54 pm, edited 1 time in total.
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Postby ai » Sun Feb 01, 2009 9:09 pm

Hi, again. This time I'm back with another model, MG ammo. I'm sorry but I didn't record any of it's progress. I actually can finish it sometime, meaning I have to start over from where I left off. The reason is that I found myself not working with this model when I also had to record it, cause some days I didn't feel like recording others I was too busy or stuff around me happened and I just couldn't record at that time. So it ended up in me postponing the creating of this model.

If people want this model I can release it, but you would need to have the SVN version in order to change a file (t_items.qc on line 818) inside /data/qcsrc/server. What you need to change is the 'a_bullets.mdl' to 'a_bullets.md3'. Then compile it with fteqcc. The model should be placed inside '/data/models/items' and the texture inside '/data/textures'.

Cheers.

PS. The model has 436 tris. I have no idea how much the current one has as I couldn't open the .mdl model anywhere, but ultimately I didn't even need to, checked out the other ammo models which were around 200-300.

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Postby ai » Mon Feb 02, 2009 6:15 pm

Update, after getting feedback from morfar. Both Green and morfar thought the bullets looked awkward so I had to redo the whole machine gun belt idea. This is the result.
Polys: 978 tris (I know it's a lot, but hella lot better than 3000 tris with the old machine gun belt and new bullets -_^)

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Postby ai » Mon Feb 02, 2009 7:21 pm

Morfar said that if I just rename the .md3 to .mdl it should work without having to change any files. I tried it and tested it on .de greens server (which didn't show my models before), and they did work.

Here's a link, just place it inside your /data folder: http://ai.planetnexuiz.de/Models/Ammo/z_ai_mgammo.pk3
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Postby ai » Tue Feb 03, 2009 1:17 pm

Ok, so I've started with the rocket and mortar ammo. The rockets as you can see are the ones standing and laying down. I was thinking that the box could have mortars in it as they are usually smaller than rockets. It would have a label on the box stating that there are mortars inside.
Because RL and Mortar uses the same ammo I had to come up with a good combination of it. Of course there's the Seeker and hagar as well, but I figured the Seeker could use the rockets while hagar uses mortars :)

Current poly count: 862 tris.

Any comments or suggestions?
Cheers.

PS. This is a rather quick draft a lot can change but I wanna know what you peeps are thinking for ammo like this.

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Postby ai » Tue Feb 03, 2009 2:39 pm

Update:
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Postby halogene » Tue Feb 03, 2009 3:22 pm

yeah, I like the update better. Good work, as usual!
<Community>: Why was the name "Nexuiz" licensed to IllFonic in a way that allows IllFonic to use the name without any suffix or subtitle for a commercial console game?
<Lee Vermeulen>:
<Community>: http://www.xonotic.org
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Postby morfar » Tue Feb 03, 2009 3:49 pm

I think the missiles, should be of different kinds, and look exactly like rl, mortar, hagar, seeker projectiles.
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