Female Quake 1 skins

Anything FvF related.
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gulliver-trans
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Female Quake 1 skins

Post by gulliver-trans »

I decided to start a new thread on this topic: http://www.fvfonline.com/forum/viewtopic.php?f=4&t=2505

I read back through that thread and saw that adding a new model means players without it can't join.

Anyhow, here are some female skins I found (from http://www.quaketerminus.com/tools/250Quake1Skins.zip ). Alot of them would work for cyborg/soldier/wasteland warrior.

I think alot of these are clan skins. And for QuakeWorld. I don't think there's any format difference, though.

badbabe2.pcx - Wasteland Warrior
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ammowman.pcx - Cyborg
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CRACKORE.jpg -
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cutie.pcx - no idea - Quake Soldier? Cyborg? (she kinda looks like a female Terminator)
Image

deathead.pcx - female deity? :twisted: (with some modification):
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q3phobos.bmp - was phobox a female in q3? There were several doom skins in the pack (above) which are relatively easy to feminize. In fact, are these the colors quake sets aside for pants and shirt -- to be modified with the color command?
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tf_medic.pcx - Turn one of these into a female nurse? (cleric)
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Fem.gif:
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Download: http://www.gamers.org/pub/idgames2/plan ... wf/Fem.zip

jens2.gif
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Download: http://www.gamers.org/pub/idgames2/plan ... /jens2.zip

WNunA.gif - Or this buff nun for a cleric (or monk):
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Download: http://www.gamers.org/pub/idgames2/plan ... inpac3.zip

ironman.pcx - alternate cyborg (or android), easily feminized? Again, is this using the team color range?
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victoria.pcx
- terrible job on a spicegirl skin. included only for completeness.
Image

dmnatrix2.pcx - this one needs more clothes (which is why you don't see it here), but could be a time traveler? fighter?

ninja - the face is hidden on the male ninja skin, so just accessorize or something (maybe female eyes).

Really any female skin should wear a helmet, or big hair, like CRACKORE.pcx since the head is almost a box. And for that matter, she should be wearing armor. What might be fun is a model where you can change your hair color in-game.

You could always take the CRACKORE head and paste it onto other skins. Hehe.

What about high-res skins? Seems like those would be easier to make.

I can zip these up separately. I'll see if I can find more. Anyone else wanna help?
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Re: Female Quake 1 skins

Post by gulliver-trans »

I should have searched more thoroughly first hehe. I added a few of these to the previous post.

Here is a thorough list of female skins (and models), with previews:
http://qwf.planetquake.gamespy.com/qskins-models.html

The directory (in case some of the links don't work):
http://qwf.planetquake.gamespy.com/qskins/

Here are the actual skin downloads (since the original links don't work):
http://www.gamers.org/pub/idgames2/planetquake/qwf/

[CMP] femskinpac.zip 04-Jan-2006 01:39 753k
http://www.gamers.org/pub/idgames2/plan ... kinpac.zip
[CMP] femskinpac2.zip 04-Jan-2006 01:39 264k
http://www.gamers.org/pub/idgames2/plan ... inpac2.zip
[CMP] femskinpac3.zip 04-Jan-2006 01:39 581k
http://www.gamers.org/pub/idgames2/plan ... inpac3.zip
[CMP] femskinpac4.zip 04-Jan-2006 01:39 246k
http://www.gamers.org/pub/idgames2/plan ... inpac4.zip

If you can't find a download, try googling the zip name.
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gulliver-trans
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Re: Female Quake 1 skins

Post by gulliver-trans »

BTW, Cartelle, you could always put a female player model (or the default model with female skins) in your /quake/fvf/progs directory (or whatever it is).

But then everyone in the game would appear female (and only to you).
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Re: Female Quake 1 skins

Post by Cartelle »

hmm
mmk thanks...
not sure i want everyone in the game to be female though lol.

i'll check out skins and models.
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Re: Female Quake 1 skins

Post by gulliver-trans »

Hey Gunter, what would happen if you added new frames to the player.mdl on the server?

Would the client that didn't have the modified model just report frame not found? What would it look like?

I guess there's no way to tell the client to use an old frame if it doesn't have the new one. (?) I guess an impulse could toggle between them.

I ask because I am wondering what would happen if you translated the vertices in the player.mdl to add some new frames with a female form.

Edit:
Okay I tested this in Qrack. It will only report frame not found if "Developer" is set to 1. Otherwise the player just freezes when invalid frames are played. It also seems that frames are limited to 256.
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Re: Female Quake 1 skins

Post by gulliver-trans »

This is interesting:

File: http://www.gamers.org/pub/idgames2/plan ... er-mdl.zip

Description: http://qwf.planetquake.gamespy.com/qski ... eaper.html

It seems to have the same number of vertices as the original player.mdl. Maybe someone could combine the two mdls.

This "female reaper player" also appears to work with standard quake player skins. So Ninja wouldn't really require any modification.

Merged, they would have about 16 frames too many, but some death and attack frames could be re-used on the female.

UPDATE:
It works. You can combine them:
Here's the male, then the female frame. They're in the same .mdl.
Image
Image

Maybe the female .mdl could even be used as a unisex model, since it should work with all the male skins.
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Re: Female Quake 1 skins

Post by Gunter »

That's kinda funny, heh.
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gulliver-trans
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Re: Female Quake 1 skins

Post by gulliver-trans »

I have some screens showing female skins + female mdls in the game. I'll post those eventually.

But what would it take to make this happen? A voting option to enable female skins & models?

It wouldn't be hard to import (most of) the female frames into the player.mdl
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Re: Female Quake 1 skins

Post by Gunter »

It would look too screwd-up for people who didn't have the model with the feamle frames megerd on.

I think it would look like a quake soldier running around stuck in one frame (the last frame).
Looks like it would be the frame where he's standing on one foot, holding an axe.... He'd look like that all the time.

I suppose a possiblity might be to use the grunt model, but that would require a female grunt model.... Then it wouldn't affect people who didn't have the modified model -- they'd just see you as a grunt. But then all the grunts would also look female too, heh, but with the ugly grunt skin.
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Re: Female Quake 1 skins

Post by Joao Lucas »

This has gone too far. No female skins Period

You're a man, Gulliver. Face it once and for all !!!
Last edited by Joao Lucas on Fri Jan 18, 2008 10:27 am, edited 1 time in total.
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Re: Female Quake 1 skins

Post by Guest »

Those are some very nice skins!

Btw, there is a slight difference between NQ and Quakeworld skins, something about the width and height. NQ skins work in Quakeworld, but not all Quakeworld skins work in NQ without adjustment. But this is just the width and height of the skin, you can fix it by cropping it.

Sometime I'll have to find where I read this, I think it was Megazoid that mentioned this or someone at Inside3D.com
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Re: Female Quake 1 skins

Post by Baker »

I posted that ^^^, forgot to type in my name.
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Re: Female Quake 1 skins

Post by gulliver-trans »

Hey, Baker. Thanks for the info. :)

To Gunter: It's too bad you can't decide -- in the QC -- what the player sees (based on a cvar or something), on a client by client basis. I suppose it would take something like a modified server or a packet interceptor on the server end. Then you could do something where if, for instance, a player says "show fem", you could show the equivalent female frames only to them. Hmm. I dunno. I'm tired.

To Joao: :P
Let me have my little obsession. It beats thinking and reading the news.

Also: "Dot"? Is that how the kids say "PERIOD!" now?
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Re: Female Quake 1 skins

Post by Joao Lucas »

gulliver-trans wrote: To Joao: :P
Let me have my little obsession. It beats thinking and reading the news.

Also: "Dot"? Is that how the kids say "PERIOD!" now?
I was tired :P Fixed PERIOD :lol:
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Re: Female Quake 1 skins

Post by gulliver-trans »

Are there any Quake proxies that operate on the server end? Any with source code available?

I am thinking you could catch the updateentity message and choose the frame (male or female) based on a client setting or message.

http://www.gamers.org/dEngine/quake/Qde ... tml#ss6.35

I don't know how you'd make it automatic, though.

Could this also be used to allow FvF custom models to be enabled on a by-player basis?
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