News | Forum | People | FAQ | Links | Search | Register | Log in
Quake Expo 2008 Discussion Thread
August 8th - BOOTH REGISTRATION STARTS!
August 15th - QUAKE EXPO BEGINS!!
New URL is: http://qexpo.tastyspleen.net
First | Previous | Next | Last
Jdhack 
hope you liked the tune...neg!ke was only scrubbing his pronouncion mark.

may I call you djhack in future? 
Note 
My interview is the best thing in the Q1 community. 
I Dunno 
I thought that one unfinished map Madfox did was pretty good too. 
Witch 
unfinished one did I do? 
Ah... 
you ment the upcoming level.
is there a Doom Q1 monster convertion already? 
Tronyn 
#160- I wondered which Doom monster you call "pinky"? 
The Pink One 
Madfox 
i noticed you had the baron of hell on your site...

have you converted that one already? i remember trying to convert those monsters years ago and ran into a problem where they had too many vertices (i had preserved the md2 skinning by splitting up the mesh)

i'm guessing you kept the mesh intact and reskinned them? 
Did ID Release 3D Versions 
of the Doom monsties, or are these conversions of fan-made models? 
Right! 
thanks, Lunaran, Necros

Indeed, at this time I have the Arachnotron, the Demon (or "Pinky"), and the Imp. It is not such a big job or that I do it when I'm bored.

It is quiet easy to export one of the stand poses in Qmle into a dxf one. Importing it back to a new monster gives the stand pose as base frame, so you receive a new texture skin.
In oppertunity it is possible in Qmle to match the root sector by dividing the atributes to parts, and save this dxf again.
When I open a new monster with model from base frame and import this dxf model I have the perfect texture base start for the monster.
Most of the other frames can be imported with import and exporting multiple frames.

One thing I can't overcome is the fact that some monsters have another vertice count so they are useless.
But the old quark47 can import the stand frame and make it collide as well as it can handel several verices.
Other Doom monster have the same count and they can match a full quake mdl.

Then there is the qc. My great harm... At the moment I can make them walk all three in Quake,
imported the doom sounds, but what I do, there is always one monster that doesn't die.
As if Doom wants to remind me of his Horn. 
Tex_Fish 
I can't remember where, but I could download a full pack of the Doom models in md2. I think they are original, as they are three times bigger than QMLE could fit. If you want them... 
No Thanks 
I was just curious, what with the original Doom monsties being sprites. Guess they were probably recorded from 3D renders or something though. 
Doom Monsters 
the originals were either hand drawn or stop-frame captured (in the case of the spider mastermind, i think the legs were).

the death animations for the doom md2 models have different vertices because they are different models. because of the way some of the monsters die (like the mancubus or cacodemon), there are extra pieces that appear only during death.

you'd have to make two seperate quake mdls, one for normal and one for death and in the qc, actually swap from the normal to death models before playing the animation. 
 
the imp squeezes bloodtraces, that is one with an extra mdl, causing a higher vertice count.
But in quake there is also a way for bloodtraces?

http://members.home.nl/gimli/imp.jpg 
 
Those Don't Look 
half-bad, actually.


The mastermind is a bit of weeny, tho. 
I Know 
but that is the texturing thing. The textures from doom are rather flat. And it takes quiet some time to do that better in Wally.

For sofar I am only interested if I can make them excist in Quake.
And giving them a reasonable subroutine.

Or playing x time the Imp map, and half the time
they become solid and won't die!
They just won't DIE, DIE ! Stupid IMPorted actor. 
Madfox 
You are a genius. Seriously. I haven't got a clue what you meant, but fuck me did you mean it!

Also:

They look fucking perfect! 
One Thing 
http://members.home.nl/gimli/imp.j...

I think the spider-mastermind is bigger :) 
 
It's The Little One From Doom2, Guys 
you have played it, right?


Here's a nifty retro-article about Quake's then-ongoing development, written for Wired, by Marc Laidlaw:
http://members.chello.nl/rvlaan00/lovehtml/zeno/2_games/doom/doom3.htm 
RickyT 
It's just a bunch of model property nonsense.
I think it's the perspective vieuw that mislead your scale measure.

Now I/m just playing Doom again to see how they realy were. 
Travail Interview For Those Who Are Interested 
 
Oh nice interview, very detailed. You guys remembered my early involvement - yay! You know I had a big scrap left over for Trevail, it was just 2 large rooms, and one huge 3 tiered outdoor section. I should have donated it to Trevail!!! Maybe I'll still use it if I make another map one day. Here's some screenies:

http://www.electricescape.com/etherealhell/other/qtoo-trevail-scraps.jpg

So, you guys gonna do a Trevail sequel? :D I don't mind waiting another 5 years. 
*swoon* 
 
First | Previous | Next | Last
You must be logged in to post in this thread.
Website copyright © 2002-2024 John Fitzgibbons. All posts are copyright their respective authors.