dw@Posted: Tue Jun 12, 2007 1:13 pm :
I was wondering, has anyone figured out all this definition files etc?
It would be cool to have clear .pk4 with everything that is needed for custom model, full hierarchy.
I mean for model that doesn't 'inherit' anything and use its own files. Def, skins, materials, mesnes, anims, sounds. I guess it would be a copy of default MP player with all files renamed.

I'm an artist and all this script-stuff is a mystery to me.

P.S. I have seen and downloaded 'Spaceman' PPM for example, but it inherits model_player_marine and no sign of custom sounds used.



AnthonyJa@Posted: Tue Jun 12, 2007 2:36 pm :
Inheriting from another def isnt necessarily a bad thing. If the skeleton for your model matches the marine well enough that you can share some of the animations, even if not all of them, then it could save you some work. If you dont inherit from model_player_marine you'll need to make sure all of the animations that are in exposed have the same names (although ultimately, a full new set of anims would be good).

As for sounds, add items to the playerModel {} definition, such as:

Quote:
playerModel model_player_failed_transfer {
"model" "model_player_failed_transfer"
"def_head" ""
"skin" ""
"description" "#str_108000"

"snd_death" "corpse_death"
"snd_footstep" "corpse_step"
"snd_gear2" "corpse_flesh"
"snd_land_soft" "corpse_land_soft"
"snd_land_hard" "corpse_land_hard"

}


You can override any snd_* key's from player_marine_mp. Any sounds you dont specify will be picked up from the marine (and in q4max's case, strogg if its marked as a strogg). If you're at the point where you're trying to integrate your model and struggling, poke me on IRC and I'll see if I can answer specific q's.



dw@Posted: Thu Jul 05, 2007 9:06 am :
Sorry for late reply, was too thrilled painting textures and fighting with xNormal.
Still needs a few tweaks and a brightskin and Keel will be ready to go.
Err... he'll be ready for proper .pk4 packing first :D

Here is what I have at the moment:
Image
Image
AnthonyJa, if our admin won't enable IRC protocol can I contact you some other way?



AnthonyJa@Posted: Thu Jul 05, 2007 5:49 pm :
Yep, certainly. (check your PM here for details)



g0th@Posted: Thu Jul 05, 2007 6:38 pm :
Looks nice dw



rich_is_bored@Posted: Fri Jul 06, 2007 6:38 am :
Yes very nice.

I'm just curious but what's the high poly look like?



dw@Posted: Fri Jul 06, 2007 10:28 am :
High-poly is nothing special, pretty simple sculpting because I do not have much experience with zBrush. Also model is a bunch of separate meshes to save RAM.

Image
Image
Image
Image



dw@Posted: Tue Jun 12, 2007 1:13 pm :
I was wondering, has anyone figured out all this definition files etc?
It would be cool to have clear .pk4 with everything that is needed for custom model, full hierarchy.
I mean for model that doesn't 'inherit' anything and use its own files. Def, skins, materials, mesnes, anims, sounds. I guess it would be a copy of default MP player with all files renamed.

I'm an artist and all this script-stuff is a mystery to me.

P.S. I have seen and downloaded 'Spaceman' PPM for example, but it inherits model_player_marine and no sign of custom sounds used.



AnthonyJa@Posted: Tue Jun 12, 2007 2:36 pm :
Inheriting from another def isnt necessarily a bad thing. If the skeleton for your model matches the marine well enough that you can share some of the animations, even if not all of them, then it could save you some work. If you dont inherit from model_player_marine you'll need to make sure all of the animations that are in exposed have the same names (although ultimately, a full new set of anims would be good).

As for sounds, add items to the playerModel {} definition, such as:

Quote:
playerModel model_player_failed_transfer {
"model" "model_player_failed_transfer"
"def_head" ""
"skin" ""
"description" "#str_108000"

"snd_death" "corpse_death"
"snd_footstep" "corpse_step"
"snd_gear2" "corpse_flesh"
"snd_land_soft" "corpse_land_soft"
"snd_land_hard" "corpse_land_hard"

}


You can override any snd_* key's from player_marine_mp. Any sounds you dont specify will be picked up from the marine (and in q4max's case, strogg if its marked as a strogg). If you're at the point where you're trying to integrate your model and struggling, poke me on IRC and I'll see if I can answer specific q's.



dw@Posted: Thu Jul 05, 2007 9:06 am :
Sorry for late reply, was too thrilled painting textures and fighting with xNormal.
Still needs a few tweaks and a brightskin and Keel will be ready to go.
Err... he'll be ready for proper .pk4 packing first :D

Here is what I have at the moment:
Image
Image
AnthonyJa, if our admin won't enable IRC protocol can I contact you some other way?



AnthonyJa@Posted: Thu Jul 05, 2007 5:49 pm :
Yep, certainly. (check your PM here for details)



g0th@Posted: Thu Jul 05, 2007 6:38 pm :
Looks nice dw



rich_is_bored@Posted: Fri Jul 06, 2007 6:38 am :
Yes very nice.

I'm just curious but what's the high poly look like?



dw@Posted: Fri Jul 06, 2007 10:28 am :
High-poly is nothing special, pretty simple sculpting because I do not have much experience with zBrush. Also model is a bunch of separate meshes to save RAM.

Image
Image
Image
Image



dw@Posted: Tue Jun 12, 2007 1:13 pm :
I was wondering, has anyone figured out all this definition files etc?
It would be cool to have clear .pk4 with everything that is needed for custom model, full hierarchy.
I mean for model that doesn't 'inherit' anything and use its own files. Def, skins, materials, mesnes, anims, sounds. I guess it would be a copy of default MP player with all files renamed.

I'm an artist and all this script-stuff is a mystery to me.

P.S. I have seen and downloaded 'Spaceman' PPM for example, but it inherits model_player_marine and no sign of custom sounds used.



AnthonyJa@Posted: Tue Jun 12, 2007 2:36 pm :
Inheriting from another def isnt necessarily a bad thing. If the skeleton for your model matches the marine well enough that you can share some of the animations, even if not all of them, then it could save you some work. If you dont inherit from model_player_marine you'll need to make sure all of the animations that are in exposed have the same names (although ultimately, a full new set of anims would be good).

As for sounds, add items to the playerModel {} definition, such as:

Quote:
playerModel model_player_failed_transfer {
"model" "model_player_failed_transfer"
"def_head" ""
"skin" ""
"description" "#str_108000"

"snd_death" "corpse_death"
"snd_footstep" "corpse_step"
"snd_gear2" "corpse_flesh"
"snd_land_soft" "corpse_land_soft"
"snd_land_hard" "corpse_land_hard"

}


You can override any snd_* key's from player_marine_mp. Any sounds you dont specify will be picked up from the marine (and in q4max's case, strogg if its marked as a strogg). If you're at the point where you're trying to integrate your model and struggling, poke me on IRC and I'll see if I can answer specific q's.



dw@Posted: Thu Jul 05, 2007 9:06 am :
Sorry for late reply, was too thrilled painting textures and fighting with xNormal.
Still needs a few tweaks and a brightskin and Keel will be ready to go.
Err... he'll be ready for proper .pk4 packing first :D

Here is what I have at the moment:
Image
Image
AnthonyJa, if our admin won't enable IRC protocol can I contact you some other way?



AnthonyJa@Posted: Thu Jul 05, 2007 5:49 pm :
Yep, certainly. (check your PM here for details)



g0th@Posted: Thu Jul 05, 2007 6:38 pm :
Looks nice dw



rich_is_bored@Posted: Fri Jul 06, 2007 6:38 am :
Yes very nice.

I'm just curious but what's the high poly look like?



dw@Posted: Fri Jul 06, 2007 10:28 am :
High-poly is nothing special, pretty simple sculpting because I do not have much experience with zBrush. Also model is a bunch of separate meshes to save RAM.

Image
Image
Image
Image