<li><aclass="backlink"title="Click to do a full-text search for this title"href="./ArtReference_playerModels?action=fullsearch&value=linkto%3A%22ArtReference+playerModels%22&context=180">ArtReference playerModels</a></li>
<spanclass="anchor"id="line-2"></span><spanclass="anchor"id="line-3"></span><pclass="line874">As of the 1.1 Beta patch and higher, Quake 4's player models use a slightly different .def file structure. This allows for custom models to be selected from the in-game selection menu (previously possible only by overwriting the main player.def file) and addresses an issue with head attachments. You can convert your models to support 1.1+ with just a few quick changes. <spanclass="anchor"id="line-4"></span><spanclass="anchor"id="line-5"></span><pclass="line867">
<spanclass="anchor"id="line-6"></span><spanclass="anchor"id="line-7"></span><pclass="line874">Your new .def file will look something like this: <spanclass="anchor"id="line-8"></span><spanclass="anchor"id="line-9"></span><pclass="line867"><spanclass="anchor"id="line-10"></span><pre>playerModel model_player_marine_cortez {
<spanclass="anchor"id="line-18"></span></pre><spanclass="anchor"id="line-19"></span><spanclass="anchor"id="line-20"></span><pclass="line862">The definition is set up just as it was before, only it is now prefixed with <strong>"playerModel"</strong> instead of <strong>"entityDef"</strong> - all playerModel entities are loaded for the MP menu when the game is loaded. <spanclass="anchor"id="line-21"></span><spanclass="anchor"id="line-22"></span><pclass="line867">
<spanclass="anchor"id="line-23"></span><spanclass="anchor"id="line-24"></span><pclass="line862">Heads are the only other change to the playerModel definition. If your model has interchangeable heads, you'll also need to make a quick adjustment to use new client-side heads. Using the example of the Cortez model above, we've moved the old <strong>"def_head"</strong> entry to <strong>"def_head_ui"</strong>. This will only be used in the MP selection menu. <spanclass="anchor"id="line-25"></span><spanclass="anchor"id="line-26"></span><pclass="line862">Creating the client head is as simple as inheriting the original head and changing the spawnclass to <strong>"rvClientAFAttachment,"</strong> as seen here: <spanclass="anchor"id="line-27"></span><spanclass="anchor"id="line-28"></span><pclass="line867"><spanclass="anchor"id="line-29"></span><pre>entityDef char_marinehead_cortez_client {
<spanclass="anchor"id="line-33"></span></pre><spanclass="anchor"id="line-34"></span><spanclass="anchor"id="line-35"></span><pclass="line874">And that's it. Your custom model can now be inserted straight into the selection menu. <spanclass="anchor"id="line-36"></span><spanclass="anchor"id="line-37"></span><pclass="line867"><hr/><pclass="line874"><spanclass="anchor"id="line-38"></span><spanclass="anchor"id="line-39"></span><pclass="line862">Back to <ahref="./ArtReference.html">ArtReference</a><spanclass="anchor"id="line-40"></span><spanclass="anchor"id="bottom"></span></div><pid="pageinfo"class="info"lang="en"dir="ltr">ArtReference playerModels (last edited 2006-02-22 20:26:08 by <spantitle="AndrewWeldon @ 67.129.250.254[67.129.250.254]"><aclass="nonexistent"href="./AndrewWeldon.html"title="AndrewWeldon @ 67.129.250.254[67.129.250.254]">AndrewWeldon</a></span>)</p>
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