How much is there to say? An anime chick in a tight bodysuit. Originally she was intended for Doom 3 but since that has no real support for user-made playermodels that exercise was pretty pointless. So I've ported her to Quake 4. The "Alt" skin is flagged as Strogg so you can use it on the Strogg team in CTF.
Description: Quake 4 Player Model: Ryoka by KDR_11k (KDR_11k@web.de) Installation: Unzip contents of this archive into the baseq4 subfolder of your Quake 4 installation. Make sure you're running Quake 4 version 1.1 (Beta or final) minimum, otherwise it won't show up in the menu. Description: How much is there to say? An anime chick in a tight bodysuit. Originally she was intended for Doom 3 but since that has no real support for user-made playermodels that exercise was pretty pointless. So I've ported her to Quake 4. The "Alt" skin is flagged as Strogg so you can use it on the Strogg team in CTF. Technical Details: She's 3016 triangles and 1542 vertices. That's a bit high for Quake 4 but I doubt it'll cause much trouble. The textures used are 1x 64x64 (dummy for correcting normalmaps), 2x 128x128 (Hair diffuse and specular), 4x 256x256 (face diffuse, specular and bump, hair bump), 2x 512x512 (body diffuse and specular) and 1x 1024x1024 (body bumpmap). The alt skin changes the body material only. The dummy texture is needed because you have to use smoothnormals or addnormals on the bumpmap, otherwise you get severe lighting errors. The dummy is simply a texture consisting of zero normals so I can use addnormals without changing the normalmap. This behaviour is unique to Quake 4, in Doom 3 the problem isn't present. Animations are stock Q4 anims. Known Issues: There's a bad deformation on her left wrist but I don't know how to fix that. Unlike Doom 3, Quake 4's default skeleton doesn't have an additional bone to handle the forearm twist. She sounds like a man. I don't think it's even possible to give a playermodel its own sounds yet. The normalmap compression is very apparent on her, go into the console and type "image_useNormalCompression 0" and "vid_restart" to get rid of it. There are parameters for the material file that are supposed to disable compression on a texture but Quake 4 ignores them. Doom 3 didn't compress normalmaps on anything above low detail but Quake 4 keeps compressing them even at high detail. Redistribution: This model may only be redistributed with the readme intact and free of charge. Any modifications to the model must be properly declared in a file included in the archieve (can be appended to this file) and credits must be given properly (that doesn't just mean my name, but yours as well, after all I don't want to get blamed for some third party's modifications to the model). Selling this model isn't just disrespectful of my work, it's a rip off and, more important, making money of other people's intellectual property (that constitutes copyright infringement). If you care and the site still exists, you can find the model (and others) on my homepage at http://members.tripod.de/KDR_11k/ and probably a few other sites later on. Since this model is distributed for free, I hope you understand I'm not taking responsibility for any damage, direct or indirect, caused by the proper or improper usage of this model or any associated content. If you, for some reason, had to pay money for this, smack the scammer a good one and demand your money back.
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