new pumkin head models for the halloween season


(RayBan) #1

EDIT:
just heading out the door, so i dont have time to shuffle files around,
and i slapped this together quickly, in keeping with the season here’s
a tiny pk3 ( 49k ) to change the moons in radar and goldrush to a larger
moon with a witch in it. i realize its halloween today, and admins will
probably remove halloween stuff off servers sometime this week… however
i believe the halloween season doesnt officially end until the simpsons
air their special the next sunday… =P

witch_halloween_moons.pk3 at rapidshare,
http://rapidshare.com/files/66496637/witch_halloween_moons.pk3.html

gotta run, happy halloween.

UPDATED:
ok i goofed up… i forgot the lod models, head_1, and apparently the helmet lod’s also… so i made a patch…

a PUMPKIN HEAD PATCH… get it? its a play on words… anyways, updated
link below for the patch, which will work for either style you use.


I was hoping to announce something else before halloween, but its taking
some time to finish off… but i did want to have something done before
trick or treat time… its not a map, but it will do for now.

these are new custom head models for all the players… ( well, its one model )
fully animated as the original et head models ( 401 frames ), two different
styles… both are pumpkins but one is plain, while the other has a flickering
glow effect around the cutout area’s for the eyes, nose, mouth and top…
same flickering effect i used on the candle models.

its actually a head model and a new helmet model, you shoot it off and you
can see pumpkin seed brain stuff.

the eyes dart around, and the players hud shows his state from attacking
to pain animations.

server admins will have to pick which style to use, but i do like the way
the glowing effect one has… but the downside to it is you can see a player
in the dark… but that was the intention anyways for this model, and
halloween only comes once a year… :slight_smile:

i want to say a special thanks to the bba clan and their leader Zeus for
play testing my stuff, plus they run some mean servers :wink:

rapidshare link for now,

PUMPKIN HEADMODEL
http://rapidshare.com/files/65145115/raybans_pumpkin_heads.zip.html

PUMPKIN HEAD PATCH
http://rapidshare.com/files/65221446/raybans_pumpkin_head_patch.pk3.html

this mini mod was a pain to slap together… i never had so many problems
with exporting meshes… plus that damn flipped tag made me do it over
a few times… but blender3d animated it flawlessly… only wish it could have
exported it as easily.


(kamikazee) #2

Your mods keep getting more remarkable with the day!

Also, how hard is it to export to md3 files from Blender?


(RayBan) #3

well, to export non animated md3’s is supposed to be easy… i never tried,
since i uses ase meshes when i need to…

to export this model, i tried every export possible for animations… none
seemed to work… md5, 3ds… ect… the idea being i could import into milkshape or gmax
to finish it off. ( there was some article i read on how to export from blender
to md5, then import bones/mesh into gmax ) but as usual… i didnt bookmark
and now for the life of me i cant find it…

finally i gave up on that, and i wasnt about to try to do the animations in
milkshape because that would be a nightmare. so i finally exported 802 seperate
files from blender, 401 each of obj meshes and the mtl’s for them, each
obj had a single frame.

i was intending to import all of those into npherno’s md3compile but i
found out it didnt import obj’s… and it was just as well, since the obj’s were
not oriented the proper way.

so finally i used deep exploration ( 30 day trial… excellent program ) to
batch convert the objs ( 25 at a time… a limit im guessing in the trial ) to
3ds and it also allowed to orient them proper.

then from there i could import them all into the md3compile and export
a working md3.

my helmet didnt move… i forgot the tag… sigh so i started over and
did it all again… helmet worked this time but was upside down… sigh

so i reoriented the tag, started over… and finally got it proper…

there was other issues… as the helmet was sitting sideways… small thing
to fix… but in the end after a few cups of coffee and cursing i managed
to get it working proper.

not to dissuade you from trying… but it may take a few experiments before
you get the routine down, once you do its easy as pie… and i cant stress
enough the importance of using npherno’s md3compile… its an excellent
program.


(ZeusBBA) #4

Thanks, they look awesome in the dark Ray.

Mirror for the download:

Model:
http://www.buffalobadass.com/downloads/raybans_pumpkin_heads.zip

Patch:
http://www.buffalobadass.com/downloads/raybans_pumpkin_head_patch.pk3


(RayBan) #5

thanks for the mirror zeus, i updated the 1st post with a patch for the lod
models… which as you know… i forgot to include in the first place… and
im very… very humbled… =P


(89blitz) #6

Very nice ^^
but why is this topic in Level Design :slight_smile:


(Northerner) #7

RTCW Files Mirror


(RayBan) #8

@Northerner
thanks for the mirror.

@89blitz
what are ya… sd’s official forum police? =P


(AnthraX.etat) #9

Nice :wink:

mirror also:


(ailmanki) #10

excellent!


(Nail) #11

mentioned it to the guys at “The Chicken Bucket” they love it and are running it on their ET server


(RayBan) #12

@AnthraX.etat
thanks for the mirror

@Nail
mmmmmmmmm… chicken…


(RayBan) #13

bump

added a tiny pk3 ( 49k ) to change the moons in radar and goldrush
to a larger moon with a witch in it.


(Pytox) #14

can you export those to quake wars :smiley:


(kamikazee) #15

If you got them in Blender, you should be able to use Goofos’ MD5 import and export scripts to export to a format ET:QW can use.

It might take some more work than W:ET though, seeing how you might need to modify the whole player models whereas W:ET used a seperated mesh for the head.

Also, I made pumpkin soup. Hmmm!