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Creating new models/player icons
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Topic: Creating new models/player icons (Read 2786 times)
Lyrical_4Shadow
Newbie
Posts: 16
Rated:
Creating new models/player icons
«
on:
January 18, 2010, 08:44:16 PM »
Hello,
I recently googled around and downloaded some model making programs for Quake 2.
Have only peeked around and haven't really tried the programs yet, but noticed there seems to not be nothing for creating the player icon that shows at the end of death matches (the screen where it shows each players frags and pings etc.)
Anybody able to drop a quick run down on adding a player icon to the model?
Thanks and happy new years.
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QwazyWabbit
Carpal Tunnel Member
Posts: 1366
Rated:
Re: Creating new models/player icons
«
Reply #1 on:
January 18, 2010, 10:43:29 PM »
The scoreboard item is called a dogtag, it has the icon and the score and ping for that player. When the the player skin is called "player.pcx", the dogtag icon is named "player_i.pcx" and it is stored in the same directory with the player skin and any custom .wav files for it.
All player skins are to be stored in the /quake2/modfolder/players/ tree or else if you need the model regardless of the mod being played, store it in /quake2/baseq2/players/. The icon is 32 bits x 32 bits square and 8 bits deep for color information. Any paint program that can produce this kind of pcx image can be used to create them.
The same player model can have multiple skins, when you type the "skin" command in the console you are selecting the model (the folder name) and choosing the skin (the skin filename.pcx) that exists in that model's folder. The skin files need to exist on the client in order for it to display them. In that case you must distribute the skin in a zip file or it must exist on the server and the client must be set to download skins before they connect, otherwise they display grunt skins.
The wireframe model the skin fits on is always named tris.md2 and you need a model building/animating program to create this file.
«
Last Edit: January 18, 2010, 11:03:31 PM by QwazyWabbit
»
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Lyrical_4Shadow
Newbie
Posts: 16
Rated:
Re: Creating new models/player icons
«
Reply #2 on:
January 19, 2010, 08:58:14 PM »
wicked wicked wicked wicked
Thanks for the info, QwazyWabbit, appreciate it.
(ps. the forum's email notification might not be working, unless the email is delayed or stuck in a spam folder or something)
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Gouki
Sr. Member
Posts: 250
No Friends, Hated By All
Rated:
Re: Creating new models/player icons
«
Reply #3 on:
January 21, 2010, 10:29:11 PM »
what programs do u use to make models?
looking for free software
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Lyrical_4Shadow
Newbie
Posts: 16
Rated:
Re: Creating new models/player icons
«
Reply #4 on:
January 22, 2010, 06:27:22 PM »
Gouki,
don't wanna "recommend" which programs, haven't tried them yet, but it isn't that hard finding a bunch of programs if you just google around.
No disrespect intended, i just don't know.
«
Last Edit: January 22, 2010, 06:48:35 PM by Lyrical_4Shadow
»
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The Happy Friar
Opulent Member
Posts: 2089
Rated:
Re: Creating new models/player icons
«
Reply #5 on:
January 22, 2010, 06:52:34 PM »
I use blender to make the model, export to md2, then q2modeler to re-export it to make sure the frames are correct.
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July 24, 2024, 01:25:59 PM
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July 19, 2024, 04:28:08 PM
http://forum.tastyspleen.net/quake/index.php?topic=23579.msg238738#msg238738
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