Logan
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« on: February 07, 2007, 11:17:13 PM » |
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Hey! Alright, I've decided to help people get some custom player models. For those who don't know what they are, they are player models you download from an outside source, and install yourself. I've found player models such as Sonic the Hedgehog, Dr, Evil, Snoopy, Animal from the Muppets, and several new ladies.  Here's a few examples of some custom models...   First I'll explain how to install these. A player model file will generally look like this: md3-mario.pk3 This file needs to be placed in your BASEOA folder INSIDE the openarena folder. That's all there is to installing it. You can then select your new model from the player select screen. I'd like to remind everyone about the hidden button on the bottom right of this screen to change your model. Here is the image again; I've posted this in a different thread but I'm bringing it back.  I'd also like the mention that not all servers SUPPORT custom models. If a server has been set to PURE, only the files that the server HAS will be useable. For example, say a server has the sonic model, but you have the alien3 model, and the dr evil model AND the sonic model. ONLY the sonic model will be useable because that server has it. Look for servers that ARN'T pure if you want to be able to use your model. I'd also like to mention that your opponents won't be able to see your custom model unless they have the same file on there computer. You will appear as the default character Grism or fondly known as the green dude to them. Just a hint..BEERGARDEN supports custom models...  Now, that that has been explained, it's time to get some models... You can get models from various sites throughout the internet. Websites like fileplanet have models, but if you use google and type things like "quake 3 models" or be specific like "quake 3 sonic model" you should have no trouble. I hope this has been helpful. I'm tired of the lack of models in the official release, and I know this matter is being dealt with, but that doesn't mean you'll be able to play as say, Homer Simpson unless you go custom.  If anyone has more questions leave them here and I'll help if I can.
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Phoenix Wright
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Defense Attourney
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« Reply #1 on: February 25, 2007, 04:04:31 PM » |
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I knew about this a long time ago. Pretty good find, though.
I should add to this that even Quake 3 models will work in OA without problems. I should know because I have Visor from Quake 3 in my OA. Also, some bots will run in OA, although they can't switch weapons.
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OBJECTION!
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Logan
Member
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I'm one of those Canadians you've heard about
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« Reply #2 on: February 28, 2007, 01:06:33 PM » |
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I knew about this a long time ago. Pretty good find, though.
I should add to this that even Quake 3 models will work in OA without problems. I should know because I have Visor from Quake 3 in my OA.
That reminds me, I've noticed that some models sound effects are weird. They make a beeping sound. I'm guessing that this is because they are sounds from Quake 3 PK3s? Is it possible to fix sounds in openarena by placing Quake 3 files in the Openarena base? Which files would help if this was the solution?
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jdodson
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« Reply #3 on: March 01, 2007, 06:58:28 PM » |
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Logan
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I'm one of those Canadians you've heard about
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« Reply #4 on: March 01, 2007, 09:57:17 PM » |
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Thanks for posting a link Jdodson! This will certainly help the really lazy people. :p
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Kojiro_S
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Har har har...
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« Reply #5 on: April 05, 2007, 09:57:51 PM » |
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Yeah, a custom characters rooster is always welcome. The model bots require some tweaking to their *_w.c file in order to work properly, though.  Maybe you should use this one instead  (found it on Planet Quake).
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« Last Edit: April 05, 2007, 10:03:30 PM by Kojiro_S »
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 *ROOOAAAR*
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dmn_clown
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« Reply #6 on: April 07, 2007, 11:56:15 AM » |
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Yeah, a custom characters rooster is always welcome. The model bots require some tweaking to their *_w.c file in order to work properly, though. Almost but not quite, you have to edit *_i.c as well.
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Logan
Member
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I'm one of those Canadians you've heard about
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« Reply #7 on: April 07, 2007, 12:04:21 PM » |
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The model bots require some tweaking to their *_w.c file in order to work properly, though.
So this is a fix for that beeping sound that some models seem to make? What kinda tweaks would need to be done to fix a sound problem like that? Actually, feel free to post a link if your feeling lazy. 
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dmn_clown
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« Reply #8 on: April 07, 2007, 12:11:18 PM » |
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the beep sound is due to the model missing wav files (It is the default sound rather than silence).
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fromhell
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« Reply #9 on: April 07, 2007, 12:11:32 PM » |
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the "beeping" sound is caused by OpenAL not subsituting sarge sounds as defaults when there's no sounds. s_useOpenAL 0 goes back to the old mixer, fixing the 'beep' problem
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asking when OA3 will be done won't get OA3 done. Progress of OA3 currently occurs behind closed doors alone I do not provide technical support either.new code development on github
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Logan
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I'm one of those Canadians you've heard about
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« Reply #10 on: April 07, 2007, 01:23:24 PM » |
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the "beeping" sound is caused by OpenAL not subsituting sarge sounds as defaults when there's no sounds. s_useOpenAL 0 goes back to the old mixer, fixing the 'beep' problem
That explains it. Thanks.
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dmn_clown
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« Reply #11 on: April 07, 2007, 02:56:14 PM » |
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or change the hilighted section of code in client/snd_openal.c to a different default wav and recompile the engine. static qboolean S_AL_BufferInit( void ) { if(alBuffersInitialised) return qtrue;
// Clear the hash table, and SFX table memset(knownSfx, 0, sizeof(knownSfx)); numSfx = 0;
// Load the default sound, and lock it default_sfx = S_AL_BufferFind("sound/feedback/hit.wav"); S_AL_BufferUse(default_sfx); knownSfx[default_sfx].isLocked = qtrue;
// All done alBuffersInitialised = qtrue; return qtrue; }
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Logan
Member
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I'm one of those Canadians you've heard about
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« Reply #12 on: April 08, 2007, 06:15:06 AM » |
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or change the hilighted section of code in client/snd_openal.c to a different default wav and recompile the engine. static qboolean S_AL_BufferInit( void ) { if(alBuffersInitialised) return qtrue;
// Clear the hash table, and SFX table memset(knownSfx, 0, sizeof(knownSfx)); numSfx = 0;
// Load the default sound, and lock it default_sfx = S_AL_BufferFind("sound/feedback/hit.wav"); S_AL_BufferUse(default_sfx); knownSfx[default_sfx].isLocked = qtrue;
// All done alBuffersInitialised = qtrue; return qtrue; } That's a little advanced for me..
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thirdstreettito
THIS ONE POST HERE SHOULD DO IT.
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« Reply #13 on: November 29, 2007, 11:03:02 PM » |
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I like.
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w1zrd
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« Reply #14 on: November 30, 2007, 01:14:46 PM » |
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I like.
Nice bump  Worth mentioning for newer players; the invisible button is now completely invisible (as in not there) in version 0.7 and later.
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'Toto, I've a feeling we're not in Kansas anymore.'

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Logan
Member
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Posts: 367
I'm one of those Canadians you've heard about
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« Reply #15 on: December 04, 2007, 07:45:25 AM » |
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I like.
Nice bump  Worth mentioning for newer players; the invisible button is now completely invisible (as in not there) in version 0.7 and later. Um, what do you mean? The player model button that was invisible before is still? Quite wrong...the player model button is now fully visible.
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w1zrd
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« Reply #16 on: December 05, 2007, 09:03:12 AM » |
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I like.
Nice bump  Worth mentioning for newer players; the invisible button is now completely invisible (as in not there) in version 0.7 and later. Um, what do you mean? The player model button that was invisible before is still? Quite wrong...the player model button is now fully visible. Yeah, I meant that but reading back on what I wrote, I twisted my own words 
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'Toto, I've a feeling we're not in Kansas anymore.'

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Logan
Member
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I'm one of those Canadians you've heard about
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« Reply #17 on: January 08, 2008, 10:31:42 PM » |
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I like.
Nice bump  Worth mentioning for newer players; the invisible button is now completely invisible (as in not there) in version 0.7 and later. Um, what do you mean? The player model button that was invisible before is still? Quite wrong...the player model button is now fully visible. Yeah, I meant that but reading back on what I wrote, I twisted my own words  Oh haha, ok. Once again, a nice bump. :p
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*Logan*   Let Me Kill You In Open Arena--> Digichalk 0.8.5 Let Me Kill You In Quake Live--> Logan26
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Logan
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I'm one of those Canadians you've heard about
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« Reply #18 on: January 08, 2008, 10:33:37 PM » |
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Yeah, a custom characters rooster is always welcome. The model bots require some tweaking to their *_w.c file in order to work properly, though.  Maybe you should use this one instead  (found it on Planet Quake). Haha, very nice. 
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w1zrd
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« Reply #19 on: January 08, 2008, 10:57:07 PM » |
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Standing next to that alien is a predator, but you can't really see him (for obvious reasons).. a bump a month? 
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'Toto, I've a feeling we're not in Kansas anymore.'

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Logan
Member
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I'm one of those Canadians you've heard about
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« Reply #20 on: March 12, 2008, 05:07:30 PM » |
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Standing next to that alien is a predator, but you can't really see him (for obvious reasons).. a bump a month?  Well this thread is dead now because the currrent version of OA doesn't have the original problem. Bump if you want..:p
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