its not easy to create a custom model especially when it comes to animation... except you wanna use the default animations. So every custommodel wich is similar to marine/strogg default model can use the default animations. I hope im not wrong ^^
no they wont include models... models should just be placed in your q4base folder and they will be avaible for all mods (if the server has them too...)
I really hope ID will do a custommodel competion and will release a modelpack afterwards... maybe a q4 model/animation guide for dummies can help
As crazyone said, models should definitely be placed in the q4base dir, so they're available for all. Models work in the same way as maps, in that there is basically no reason why they should be restricted to a specific mod, unless they use mod features (there isn't much you can do mod-specific with a player model though).
We could potentially bundle model pk4's in a q4base dir, and we would probably do that with any we created ourselves, and maybe ones we think are good enough to be a compulsory download for every q4max server (this model is approx half the size of the main q4max data files, so its a fairly sizeable increase in size, and unlike q3, model pk4s are compulsory for all clients)
With this model we came up with a few things that could be improved in the model/texturing which we would really want sorting before bundling it, although I dont think we ever gave dw the full details of which bits of the model could really do with ironing out. Since he'd gone quite I assumed he'd given up on the model.
My recent diggings into this topic (as a non-artist) suggests some of the issues we had with this this model may be Ravens fault deep down, due to the fact that they exported the default player model badly and so the starting point is bad if you use the default player animations (like this one does)
Yea, I mean its "not usable" if its not on the server, but if it is on the server, then all players must have it. And yes, that includes for demo playback.
The best solution would have been for addon.conf or similar to work for models too, such that you could put an addon.conf in the pk4, and it'd only be a required download if someone were actually using that model, or even a non-downloaded file which defaults back to marine if you don't have the pk4, but this isnt how addons work, even if they were working perfectly.
Not really - if only a couple of servers actually want to use the model, it makes no sense to force every player to download them. It'd be different if it were only the servers that had to have the files, and "random player x" could connect to a q4max server and not download it unless they wanted to see them.
wow maybe q4 will turn out to be a good game after all! now all you need is a time machine to transport yourself back to 2005 when someone actually gave a shit.
The modelsound is awfull. Plz add the default strogg sound.
It would be cool to have a better "visible" head like the dynermann model. Everything else is fine to me :)
I hope some server will upload the model soon. I cant wait to play with the model.
1) Is this model/skin compatible with whatever Q4Max does to allow that weird variable brightskin effect? (Also, am I right in assuming it's some sort of shader?)
2) Doesn't pure server force you to use only what is actually on the server? Aka Default Q4Max models/skins only?
2 AnthonyJ
Yep, after we discuss it for a while and you helped me to get model working in game, I tried to catch hemo and talk about improvements needed, but some of us was usually busy, then we take turns in forgetting 8)
At this moment I don't planning to get back to Keel development.
Can't say Raven did something wrong(except building MP on top of SP), because you can never tell for sure - there is no official tools for import/export and the guide is more like an excuse. Nothing like Paul Steed made for q3 community, writing tons of tutorials, covering almost every little bit of custom model creation.
When modeling for q4 the typical case is choosing lesser evil - like work with badly scaled bones or have characters fingers screwed(sticking out in random direction).
As for animation, its very frustrating. Its just don't work and that is all I get after messing with it half night. crazyONe is right - its easier to use default animations, than trying to figure out why model needs so much bones that doesnt affect any vertex of the mesh.
plz think about optimizing keel. He can get my favorite model except the case tankjr will be released :D
I dont know much about modeling but I guess it wont be much work to put the strogg sounds on the keel model (proper sounds are quite important to locate the enemy). I hope you will think about it.
I appreciat your work to do the tutorial. thank you so much
Ok, got it, when testing, I forget to wipe unpacked hierarchy of keel pack and it has higher priority than .pk4 files.
I use original model's sound (from q3), but can't distribute them. That's why it sounded fine on my machine 8) Sorry guys.
Tell me if it works for you too now.
I dont know why but the sound has change to default marine sound in q4base and default strogg sound in q4max. It worked fine this morning for sure and I didnt change anything.