Can Someone Make This Mod?(need A Team Apply Here)

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  • PhillyharperPhillyharper Join Date: 2003-09-08 Member: 20661Members
    Trilag, if you want to help visit us at #projectfreeskin on quakenet and we can get chatting.
    Small Update, We have a beta released, it kinda works, but its very simple at the minute. Its just to show that we are going ahead with this. You can find it at our website www.projectfreeskin.tk
  • BlackPantherBlackPanther Join Date: 2002-02-11 Member: 197Members
    <!--QuoteBegin--Phillyharper+Nov 28 2003, 07:54 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Phillyharper @ Nov 28 2003, 07:54 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> BlackPanther, allthough you are correct about their being only one true submodel, the jetpack, the point is, we the community, are agoing to make our own sub models, and our own skins and textures. Thats the whole point of the project <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Even so, everyone will need to have the same .mdl file to see it.
    And since NS is only coded to have 1 sub-model... yeah.

    But it doesn't mean that your project is dead yet.
    I suggest that you talk the makers of the NEO TF server side mod for Team Fortress.
    They were able to change the game pretty radically and adding extra models and stuff.
  • LikuLiku I, am the Somberlain. Join Date: 2003-01-10 Member: 12128Members
    I went to the IRC channel, but there was only one other person, and no chatting.
  • PhillyharperPhillyharper Join Date: 2003-09-08 Member: 20661Members
    edited November 2003
    "update!" All skinners modellers and coders willing to work on this please drop me an email. The first Beta FreeSkin client will be released in a few weeks and we need to get some skins ready for testing. The first few skins we need are just skins for the HA model of the marine, the ordinary marine and the JP marine. New Models will be added to the freeskin client but at a later date when we have got down the basic program.

    ~EDIT~

    If you want to make a skin for project Freeskin (credit will be given where is due) then make them in a STANDARD bitmap, that is the SAME SIZE and SAME DEPTH as the original textures. From there on in, let your creative juices flow.

    So if you want your work to be in the first release please reply here, or go to the website and drop us a note on our rubbishy forum, <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo--> or send me an email or PM

    Please note, this is going ahead this far, and is not a dead idea yet. Please continue with your support by ideling in #projectfreeskin or visiting us on our website at www.projectfreeskin.tk

    Thanks!
  • LikuLiku I, am the Somberlain. Join Date: 2003-01-10 Member: 12128Members
    I support this 100 ****ing percent!!!! w00t!
  • prsearleprsearle Join Date: 2002-11-01 Member: 2365Members, Constellation
    Thanks for the support <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> I may as well use this post to give a quick update on the status:<ul>
    <li>We have a working client hook.
    <li>I'm still working on getting animation blending and model lighting working, but we can display custom models.
    <li>There's a nasty bug where using the popup menu causes Half-life to crash.
    <li>The model-selection application hasn't yet been released, but it's nearly ready.
    </ul>
    All we need now are custom skins. Once the animation code is properly implemented, we'll be able to use custom models too. Send us your skins! Mail them to <a href='mailto:pr.searle@ntlworld.com'>pr.searle@ntlworld.com</a> or post them here.
  • -Drake--Drake- -dn ʎɐʍ sıɥʇ- Join Date: 2003-04-02 Member: 15125Members
    i'll post a few when i get the links working
  • BrigadierWolfBrigadierWolf Join Date: 2003-05-30 Member: 16876Members, Contributor
    Hmm... 256x256 pixel textures? blegch.. count me out.
  • prsearleprsearle Join Date: 2002-11-01 Member: 2365Members, Constellation
    While we initially were going to replace only the skins, we can now use compleley new models. So you're not limited to 256x256 skins anymore as long as you provide a compiled model and not just the skin.
  • LazerLazer Join Date: 2003-03-11 Member: 14406Members, Contributor, Constellation, NS2 Playtester
    I already tried something like this. Doesn't work, at least in 1.04. What I did was make a mod that changes your model to a different one, but it would always change it back. I got the plugin to work for CS but in NS the model just flashes for a split second and goes back. Haven't tried this with 2.0 though, maybe something has changed?
  • MaxMax Technical Director, Unknown Worlds Entertainment Join Date: 2002-03-15 Member: 318Super Administrators, Retired Developer, NS1 Playtester, Forum Moderators, NS2 Developer, Constellation, Subnautica Developer, Pistachionauts, Future Perfect Developer
    We did make some changes to the way the model is set for 3.0, but I couldn't tell you off hand if they will make it easier or harder to implement this mod.

    Max
  • prsearleprsearle Join Date: 2002-11-01 Member: 2365Members, Constellation
    So far, this is all client-side. We're just overriding the function that draws player models and replacing it with our own if the player has a custom model set. There shouldn't be anything server-side that will affect it. Of course, we're limited to non-CD, non-VAC servers and the client has to be running in OpenGL mode, but that's a sacrifice we're willing to make.

    The model-replacement actually works; all we need now is the code to allow the player to choose which custom model they get (currently, their model depends on their entity index).
  • ChronoChrono Local flyboy Join Date: 2003-08-05 Member: 18989Members
    wow you guys are talented
  • BrigadierWolfBrigadierWolf Join Date: 2003-05-30 Member: 16876Members, Contributor
    As Long as I can use 512x512 textures, Then Im in... I... cant deal with smaller textures, they hurt my thought box..
  • AkalamanaiaAkalamanaia Join Date: 2003-01-04 Member: 11833Members
    <!--QuoteBegin--BrigadierWolf+Dec 11 2003, 01:57 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (BrigadierWolf @ Dec 11 2003, 01:57 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> As Long as I can use 512x512 textures, Then Im in... I... cant deal with smaller textures, they hurt my thought box.. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    You mean your artistic freedom to make drooltastic skins? <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
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