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Modelling Help\Screenshots\Requests
It has always been difficult to get decent models for quake 1. So a thread where people can get advice on making models and post a work-in-progress for critiques is long overdue.

Any requests for models may well get met with silence. Specific requests will likely stand a better chance; "I'd really like a knight but carrying a shield" might be better received than "we need a mdler to join our mod remaking counter-strike for darkplaces".
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Yes 
That worked. Thing is that the two models from Q3 have one lower part with all animations, and the head which is static.
So I could also import the head in Qmle aside the animated lower part to get the same result.

I remember having a lot of work to make the head also animated, but in Q3 the parts were scattered from eachother, ie lots of moving lower parts and a few head animations. I wonder how this tool would work around with that.

No offend from me, it's a handy tool, thanks for that!
Modelling for Quake 1 stays a delicate work. 
Mid-Poly Ogre By Chillo 
Osjclatchford found a fully animated, ready to use mid-poly Ogre by Chillo. Really nice work and surely worth a look. It is quite faithful and shows how much love from Chillo went into it. It comes with 2 skins for Quake and Rogue.

Screenshots:
http://www.imgbox.de/users/Seven007009/front_and_back.jpg
http://www.imgbox.de/users/Seven007009/snap22646a.jpg

I recorded a small comparism video clip with Chillos Ogre and original Ogre side by side: https://www.youtube.com/watch?v=CAuj8k8nw-E

Chillo´s link and Download:
https://www.youtube.com/watch?v=c1eGMYlL_NY 
Ogre 
Amazing model, but oh god that vertex swimming. Would it be worth spanking off an md3 version for use in DP, FTE and QSS? 
Hang On 
This guy did versions of all the Q1 monsters, or most of them, didn't he... 
So Yeah 
Yep, Thats Him. 
The linked ogre really suffers from vertex swimming. That was his first Quake monster model.

After that he worked on other Quake monsters and greatly improved the vertex swimming for them. He even made a complete rework of the linked Ogre. That one has a much better vertex behaviour, but he gave him protruding ears which in my opinion does not fit so well. The new ogre is included inside his Quake model compilation pack v1.6 if you want to test it.
All his monsters are included in the compilation 1.6 so far, except chton. He just released him some days ago in a seperate download. All links can be found in his twitter page.

Chillo is a really passionate modeller with the right sense for low poly Quake models. I like his work and am happy he does it faithfully with just a little bit of personal touch :) 
Elden Ogre 
I am with a strange phenomenon in the elden ogre I made. If the Ogre is killed, the death frames run as they should, but the last frame shoots white. There is nothing left but a weird white gray frame.

At first I thought it was code, namely
$skin badass3 or $skin base or $skin skin
but it does not matter much.

In BengtGLob there is nothing to see, but Fizquake and Quakespasm do give this weird pale end frame.

Is there anyone who has an idea what is going on? 
 
Are you changing the shirt or pants colors of the ogre in the code? Monsters don't support it.

If the last death frame calls the same function of the player, to replace the entity with a dummy, it will try to set the color values. 
Mankrip 
Changing no color pants, last frame doesn't call player.

Check for yourselve here
Code included. 
Who Made This Model Should Get Cancer 
Madfox 
Which QC file are you compiling?

oldogre.qc:


void() xogre_die15 =[ $death15, xogre_die15 ] { /*self.skin = 2;*/};

void() xogre_dieb10 =[ $bdeath10, xogre_dieb10 ] { /*self.skin = 2;*/ };


XOGRE.QC:


void() xogre_die15 =[ $death15, xogre_die15 ] {self.skin = 2;};

void() xogre_dieb10 =[ $bdeath10, xogre_dieb10 ] {self.skin = 2;};


Skin 2 doesn't exist in the model. 
Madfox 
What engine are you using? Most default to skin 0 if a number other than what exists is used (unless you are on an old version of Quakespasm). 
Slush Fox 
Oh, I'm a fool. I was so in my element with the discovery that I could include a second skin in the death frame, that I put it in this code.
Later I completely forgot what it was needed for and it crept into it.

Of course it was the cause of this pale end stautus.

And yes, I use xogre.qc and am working in fitzquake085.
Thanks for this reprimand, I can die of primer.

I am using the shielding code in another model, the Star-Track version of the Borg. It is quite a mess because it is encapsulated in the Rubicon code.
And there is a lot I do not need. In addition, I also want to give the Borg an adapted status, something of <100health> 200 health "Borg gets adapted".

And now a shield code for nails and grenades is not that bad, but the gunshot in particular is a trickier case. This is not "substentative", so I've still a very kinky case with it.

Thanks Mankrip & Qmaster for the advice,

I am a bad peanut!:P 
Making A Monster Model... 
Well progress on my map/mod has been slow and depressing, but I have spent a lot of time in Blender. You can see some screens showing the progress of a new monster, from my quick concept sketch to in game. Its a 'wraith' like monster thing. And no, there is no code yet:

Sketch: https://i.imgur.com/21BdNVR.png

Model: https://i.imgur.com/Ysg8KTD.jpg

Screenshot: https://i.imgur.com/Mi57D15.jpg

Also, I made a time-lapse video of the monster being made. Its full of silly mistakes (that I even annotated), and has cool electronic music. There is some neat stuff to see though including how I applied alpha masking to portions of the model.

Video here:
https://www.youtube.com/watch?v=TjSN3kdttyQ&feature=youtu.be

Cheers! 
 
That looks like a great start ... and I'm not even surprised.

But now you have to animate it, hahaha :D 
Cool Stuff 
enjoyed the timelapse too 
Redfield 
Looking good and really amazing to see your process, especially in Blender which is still unreachable for me.

Question about one of the textures in the in-game screenshot. There's an arch on the right and a large cube closer to the Wraith. Is that a wad of yours or something available? I am trying to make a texture with similar colors. Would love to see this as a reference. 
Ooh Castle!! 
Wraith thing is fine. Like the look you have going. 
@dumptruck 
I linked you to a few samples from my textures set on discord. 
Alpha Masked Models 
Alpha-masked models need a flag set in their properties. This can be done in QME 3.1.2 in the By Number tab of the Flags tab in the model properties window. You must use flag 0x00004000 (MF_HOLEY). DO NOT USE 0x40000000 as the QS readme specified.

Putting this here for reference. 
Entity Position 
I am trying to understand the model positioning.

When I have a model.mdl that is coded to be set on
setsize (self, '-16 -16 -24', '16 16 40');
and I use a model that is in QMle on the groundplane
I see in game a model hanging in the sky.
I load the model in Quark and see that it stands on the groundplane.
When I lower it untill it is halfway down this groundplane the model appears well in game.

I'm asking this because I get some errors using selfmade models in game when using teleporters.
The most seem to teleport in the ceiling, no matter how low I place them.
Note the map uses lots of small corridors. (128) 
 
i don't have qME installed so i can't check, but i believe each model has a setting that puts a vertical offset on the model. Maybe it's called "eye height" or something? If you check other models like the grunt you should see it, perhaps this is something you need to set on your model. 
Well.., 
It's just the funny thing ID models fit well in Qmle's groundplane.
When I place my own models in Qmle they always drop down.
And only logical as it is -16 -16 -24'.
The groundplane is based on -24. 
Yes It's That 
the .mdl file has a vector field known generally as "eye position".

This vector is a bit of a red herring because it is ignored by the quake engine. However, QME does use it to offset the position of the model as seen in its viewer.

The only use of this as far as I can tell, is when you want the origin of an entity to coincide somewhat in the middle of its visual model, but you also want the model to appear offset, relative to the groundplane, when viewing in the model editor.

So for a monster, the monster entity "origin" could be in its belly for example, but in QME, instead of seeing the groundplane cutting through its belly, it uses this extra offset to raise it up just enough so that its feet are on the groundplane. 
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