Login x
User Name:
Password:
Social Links Facebook Twitter YouTube Steam RSS News Feeds

Members Online

»
0 Active | 8 Guests
Online:

LATEST FORUM THREADS

»
warfare
CoD4 Map + Mod Releases
Voting menu on maps
CoD+UO General
Hauling 911
CoDBO3 General

Forums

»

Welcome to the MODSonline.com forums. Looking for Frequently Asked Questions? Check out our FAQs section or search it out using the SEARCH link below. If you are new here, you may want to check out our rules and this great user's guide to the forums and the website.
For more mapping and modding information, see our Wiki: MODSonWiki.com

Jump To:
Forum: All Forums : Quake 4
Category: Q4 General
General game questions, comments, and chat.
Moderators: foyleman, Foxhound, Mystic, StrYdeR, batistablr, Welshy, DrBiggzz, supersword
Latest Posts
Subscribed Posts
Search
Restricted Access Topic is Locked subscribe
Author Topic: Player modeling
CheapAlert~rb
General Member
Since: Dec 23, 2006
Posts: 90
Last: Dec 23, 2006
[view latest posts]
Level 3
Category: Q4 General
Posted: Thursday, Dec. 29, 2005 03:51 pm
just wanted to show this guy around here however, i have a question


Is there a way to make an automatic player model, as in you don't need to manually define him in the code strictly to use him? Studying the DEF files, player models look strictly defined where you can't just toss a pk4 in and expect it to be added like Q3A, but restricted like HL2. :(

right now he's working because I replaced player_corpse.md5mesh with my thing.
Share |
cusTom3~rb
General Member
Since: Dec 23, 2006
Posts: 110
Last: Dec 23, 2006
[view latest posts]
Level 4
Category: Q4 General
Posted: Thursday, Dec. 29, 2005 04:46 pm
not sure if there is an answer, as i dont follow it too close, but try reading this thread.

http://www.doom3world.org/phpbb2....r+model

nice model btw :)
Share |
peewee_RotA~rb
General Member
Since: Dec 23, 2006
Posts: 41
Last: Dec 23, 2006
[view latest posts]
Level 2
Category: Q4 General
Posted: Thursday, Dec. 29, 2005 05:09 pm
In quake2 to add a player model you put it in c:\quake2\baseq2\players\*modelname*

MaybeQuake 4 has a similar way to detect models
Share |
AnthonyJ~rb
General Member
Since: Dec 23, 2006
Posts: 64
Last: Dec 23, 2006
[view latest posts]
Level 3
Category: Q4 General
Posted: Thursday, Dec. 29, 2005 09:44 pm
Q4 will load any decl's that are defined in .def files regardless of the name. I'm pretty sure all you need to do is include in your pk4 a def/your_model.def file which has the appropriate decl in the same style as those in def/player.def.

eg, something like this (assuming its fundamentally a marine in terms of animations):

model model_player_underwear_marine
{
  inherit model_player_marine
  mesh models/characters/player/yourm_model.md5mesh
}
entityDef model_player_your_model
{
  "model" "model_player_your_model"
  "def_head" "head_model"
  "skin" "skins/multiplayer/marine"
  "team" "marine"
  "description" "Your Models Long Name"
}
Share |
CheapAlert~rb
General Member
Since: Dec 23, 2006
Posts: 90
Last: Dec 23, 2006
[view latest posts]
Level 3
Category: Q4 General
Posted: Friday, Dec. 30, 2005 03:01 pm
Cool, it works, sort of. You can't pick him through the list, though ui_model model_player_brak works. Probably.

Raven could make a player model detection feature in the next patch.
Share |
AnthonyJ~rb
General Member
Since: Dec 23, 2006
Posts: 64
Last: Dec 23, 2006
[view latest posts]
Level 3
Category: Q4 General
Posted: Sunday, Jan. 1, 2006 01:18 am
I'm pretty sure it should work through the gui too if you get the .def right. Maybe you need some more bits from player.def (iirc theres the defmodelXX bits, which maybe you need to do).
Share |
CheapAlert~rb
General Member
Since: Dec 23, 2006
Posts: 90
Last: Dec 23, 2006
[view latest posts]
Level 3
Category: Q4 General
Posted: Monday, Jan. 2, 2006 01:56 am
For some strange reason, I can't apply a new death sound on my model in the def files. Always plays the standard marine death sound every time. (Yes, i've got a sound shader defined)
Share |
AnthonyJ~rb
General Member
Since: Dec 23, 2006
Posts: 64
Last: Dec 23, 2006
[view latest posts]
Level 3
Category: Q4 General
Posted: Monday, Jan. 2, 2006 11:24 am
Are you associating it with snd_death in the models definition? ie in a similar way to player_marine does (you'll inherit the marine one if you dont).

As far as I can see, thats all that should be necessary, since the code doesnt reference a filename, but snd_death, and thats coming from the .def file.
Share |
CheapAlert~rb
General Member
Since: Dec 23, 2006
Posts: 90
Last: Dec 23, 2006
[view latest posts]
Level 3
Category: Q4 General
Posted: Monday, Jan. 2, 2006 07:07 pm
here follows my awesome def file

model model_player_brak
{
 inherit model_player_marine
 mesh models/characters/player/player_brak.md5mesh
}

entityDef model_player_brak
{
 "model" "model_player_brak"
 "skin" ""
 "team" ""
 "description" "Brak"
 "snd_death" "player_sounds_brakdeath"
}
Share |
Restricted Access Topic is Locked subscribe
MODSonline.com Forums : Quake 4 : Q4 General

Latest Syndicated News

»
Codutility.com up and runn...
Nice, and there still using the logo and template for the screenshots, which...
Codutility.com up and runn...
dundy writes...Quote:Call of Duty modding and mapping is barly alive only a ...
Codutility.com up and runn...
Mystic writes...Quote:It seems to me the like the site is completely dead? ...
Codutility.com up and runn...
It seems to me the like the site is completely dead?

Partners & Friends

»