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Custom Player models?

Postby Rikku2000 » Sun Feb 06, 2011 1:28 pm

Its posible to add custom player models into quake like Half-Life so that i can choice diferent player models?

Maybe in here:
svent->baseline.modelindex = SV_ModelIndex("progs/player.mdl");

so maybe edit it to use custom models like that:
Q_strncpyz (playermodel, cl_playermodel.string, sizeof(playermodel));
svent->baseline.modelindex = SV_ModelIndex(playermodel);
Last edited by Rikku2000 on Sun Feb 06, 2011 1:58 pm, edited 1 time in total.
I am sorry for my English...
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Postby leileilol » Sun Feb 06, 2011 1:42 pm

Since Quake operates on precaching at first load, no

Nexuiz gets around this as Darkplaces has a client string for player models

also, kleshik supports player models but it's freaky and furry.
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Postby Rikku2000 » Sun Feb 06, 2011 2:05 pm

hmm, okey thanks.
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Postby ceriux » Sun Feb 06, 2011 8:19 pm

it's kind of possible isnt it ? i mean if you set up team based gameplay you can set up for each team to have it's own model. i just think it would only change with each respawn.
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Postby r00k » Mon Feb 07, 2011 8:05 am

precache both models.
diff modelindexes for each teams...
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Postby ceriux » Mon Feb 07, 2011 8:57 am

so he could precache each model, and give each one a model index and have the player join as an observer, next while in observer mode have a menu pop up in which the player can choose their model for the match or till the enter menu/observer mode again.
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Postby frag.machine » Mon Feb 07, 2011 9:55 pm

I suspect Rikku2000 wants to use arbitrary models in the same way in Quake 3. If that's the case, then no, you can't do that in Quake. However, one can always select a handful of player models (preferentially with exactly the same animation frames and the same order) and build a custom progs.dat that allows a client to select one of those as his/her avatar (provided that, of course, all clients connecting to such server have this mod installed too).
I know FrikaC made a cgi-bin version of the quakec interpreter once and wrote part of his website in QuakeC :) (LordHavoc)
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Postby Rikku2000 » Wed Feb 09, 2011 9:11 pm

yes you are right frag.machine hmm but what is wen i precache the monster models as player models.
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Postby mankrip » Tue Feb 22, 2011 12:50 am

It's possible, even in vanilla Quake, but in a VERY hacky way.

You'll have to set up a viewthing entity, and stuffcmd to it so the engine replaces its model with the one you've chosen. I can't remember the details since it's been many years since I've done it, but the JoyMenu source code has everything. I've used it for implementing support for multiple skin packs on the bots.

The main limitation is that you can only change a single model that way.
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