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PostPosted: Fri Nov 11, 2005 9:58 pm 
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"...mostly harmless?!"
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How many triangles is that?

And yeah, if people are wanting custom models that's pretty much going to mean everything will need to be custom.. :?

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PostPosted: Sat Nov 12, 2005 6:51 pm 
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to kat:
Agh, crap. Sorry, actualy polycount is given in triangles.
Need to fix that.

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PostPosted: Sat Nov 12, 2005 7:06 pm 
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So far, I can get Duck Nukem to show up in the UI selection list and he looks just ducky in ModView, but the game crashes to desktop when I create a server...

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PostPosted: Sat Nov 12, 2005 9:27 pm 
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"...mostly harmless?!"
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dw wrote:
to kat:
Agh, crap. Sorry, actualy polycount is given in triangles.
Need to fix that.
Damn he's seriously shapely for that tris count, I was exacting double that for what you have there!

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PostPosted: Sun Nov 13, 2005 12:04 am 
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/*little offtop*/

kat wrote:
Damn he's seriously shapely for that tris count, I was exacting double that for what you have there!


Err... My english is far from perfect :oops: , I understand every single word, but not the whole meaning. Do you mean polycount is too high for these shape? ... or too low?

Oh, I get it(I think) - this polycount is WITHOUT the gun.
It's the gun that confused you, right?

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PostPosted: Sun Nov 13, 2005 2:23 am 
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Sorry, I mean't "you've created a lot of detail on that model using such a low polycount".

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PostPosted: Mon Nov 14, 2005 8:47 am 
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fired 300 rounds
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Been importing and tinkering around with editing the mp models and replacing them.

However, when i import them with derton's importer, they are in an idle like pose. Is there a way to import the meshes in just a the regular spread eagle style?


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PostPosted: Wed Nov 16, 2005 7:54 am 
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You can try importing animation "af_pose".

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PostPosted: Thu Nov 17, 2005 7:56 am 
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Hey, Brian, did you check this:
http://www.iddevnet.com/quake4/Animations
http://www.iddevnet.com/quake4/ArtReference
maybe it will help you.

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PostPosted: Thu Nov 17, 2005 3:43 pm 
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you need the sdk though. to add spawnclasses.

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PostPosted: Sun Nov 20, 2005 5:02 am 
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ah, theres the af_pose. looks a little wacky around the the arms some.

Found that using the failed transer models/corpses is better, their already set that way on import. Those skinny bastards should work great for a female base :)

also noticed that not all mp models use the all same bones. Some stuff like fingurs and body parts are different for each one.


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 Post subject: Re: Custom Player Models for MP
PostPosted: Tue Nov 22, 2005 8:19 pm 
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[quote="Brain Trepaning"]Just running some tests because I want to get custom players into Q4 MP.

HI everyone,

I am wokring on a mod for q4 (q4max) and I am not having much luck getting the models in,

Since youve obviously got some good info on this, can you please show me where I can learn it as well or please tell me what I need to do?

Thank you

heres a shot of the model so far

http://www.spectra-digital-media.com/q4Phoenix.jpg

I am mostly wokring In max But I can work in maya as well, I can import an dexport no problem, so my quesdtion is how do i bind this mesh to the player animations already in q4?

In q3 it was as simple and making your animations and lining them up with the text file contaning the movement markers etc.

Please help.... :D spectra_digital@yahoo.com


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 Post subject: Re: Custom Player Models for MP
PostPosted: Thu Nov 24, 2005 3:08 pm 
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5p3c7r4 wrote:
Please help.... :D

4ll 4nsw3rz go here please:
http://www.doom3world.org/phpbb2/viewto ... highlight=

5p3c7r4: double posting is not l33t. ;)

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 Post subject:
PostPosted: Sun Jun 11, 2006 8:51 pm 
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I've recently thought about trying to import a custom model into Q4.

I've done lots of models for Unreal Tournament based games, but never for any of the Quake games. As such, I'm a bit out of my depth.

Can anyone recommend a good site to go to that explains the process from start to finish with specifics? (Unreal/Epic games has the UDN site, which does just that, containing many tutorials with screenshots that go through everything required from start to finish in your modelling suite, and also from start to finish for importing to the game and making sure you can actually SEE it as a choice in your player selection.

If there's a site like that I haven't found it. the iddevnet site doesn't say all that much....

I'm pretty familiar with the process of actually CREATING the model, rigging it up and animating it, even with custom skeletons. I'm also pretty familar with the EXPORTING process to .md5 mesh and anim format with Der_Ton's exporting program.

The only things I'm NOT sure on, are what's needed for their IK setup, how exactly that's supposed to be rigged for a model, and how to organize and write up the model so it can be used in game.

Also, custom SOUNDS for the model - the iddevnet pages say how to import a sound into the game - but not for a specific player model....


Any advice in that regard is welcome. It would be kinda neat to see my RAPTOR model in Quake4 with a normalmap applied.... http://home.comcast.net/~gregfisk/ut2004.htm


Slyrr


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 Post subject: Re: Custom Player Models for MP
PostPosted: Thu Nov 08, 2007 1:36 pm 
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Sorry to bump this rather old thread but we are still having issues with IK setups. Feet end up halfway into geometry and other strange things seems to happen involving the IK setup of our monsters. Does anybody have a clear explenation as to how the IK setup works in Doom3? How can we make sure feet stay ON the ground and don't end up INSIDE it?

We've literally searched every forum and post here on Doom 3 world. But whenever we get close threads just 'end' like this one. I know other mods and teams were succesful in putting enemies into the game so it can't be that hard. Iddevnet has no information on this at all. It's strange how something so important has so little documentation.

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 Post subject: Re: Custom Player Models for MP
PostPosted: Sat Nov 10, 2007 4:49 pm 
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found a secret
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Has anyone else seen this? http://quake4.filefront.com/news/Quake_ ... odel;28314

I wonder what happened to that project? I hope it's not abandoned, I'd love to see all the Q3A models get remade for Quake4.


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