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Custom Player models?

Posted: Sun Feb 06, 2011 1:28 pm
by Rikku2000
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);

Posted: Sun Feb 06, 2011 1:42 pm
by leileilol
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.

Posted: Sun Feb 06, 2011 2:05 pm
by Rikku2000
hmm, okey thanks.

Posted: Sun Feb 06, 2011 8:19 pm
by ceriux
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.

Posted: Mon Feb 07, 2011 8:05 am
by r00k
precache both models.
diff modelindexes for each teams...

Posted: Mon Feb 07, 2011 8:57 am
by ceriux
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.

Posted: Mon Feb 07, 2011 9:55 pm
by frag.machine
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).

Posted: Wed Feb 09, 2011 9:11 pm
by Rikku2000
yes you are right frag.machine hmm but what is wen i precache the monster models as player models.

Posted: Tue Feb 22, 2011 12:50 am
by mankrip
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.