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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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Tutorial From Whom About What? :) 
About what I figured out or something else folks are talking about in this thread? 
 
About making quake models 
Yes.., Models 
I thought Preach manual on his site goes pretty well.

I am doing lots of modelling but if I was asked to make a tutorial it would be more about knowing engines like Blender and Max.

It is rally not that lot of work, in blender it's easy to import a model, giving it bones takes more care but certainly the joy of animating it.
Qmle can be a harsh editor, quiet old but effective to import the dxf models.

The greatest kick for me is to see the thing jumping in game! 
Great Work! 
 
DaZ Made Me Come Here From Twitter For That Screenshot 
Double entendre all up in the body. 
WIP BFG 9500 
I Can Only Describe This In A Quote From 'The Thick Of It' 
"FUCK THAT IS BRILLIAAAAAAANT!!!!!!!!!!!" 
Forgot To Add 
It's taken from Q2's BFG, I added more polys to the cylinders and redoing the entire texture 
That Was Re: Shambler 
That BFG is nice but the skin looks a bit like plastic. 
That's Because I'm Still Working On It 
After I'm done doing the bases, I plan on darkening it, put some noise, and apply the quake palette. This is the method I did for all my models. 
Alright, Gimme That Shambler! 
This model needs to be released. 
Shambler... Sooon.... 
If all goes well I might release it on the weekend. At least a alpha version for folks to try out and comment while I clean up animation looks and refine the texture a bit. 
BFG 
why has nobody - read: Tronyn and Ericw - done this in quake yet? 
If You Build It They Will Implement It? :) 
That is my theory at least....

For the shambler I will be able to add a bunch of additional animations at the end btw... for maybe some new abilities like running and clawing at the same time? Or some new AOE lighting shockwave attack.. always thought the shambler could use some additional tricks on higher skill levels. Or variants! we have a zillion ogres in Arcade Dimension... now that I have this bases I would be up for making some extra Shambler variations. Zombie shamblers anyone? :) 
 
keep in mind, max number of frames in a model (for compatibility with most engines) is 255. i know how easy it can be adding in new animations. :) 
161 Frames Of Fun! 
Well considering the current shambler is using 94 frames that gives me 161 frames of extra options? Let me get this sucker done first but I would love to work with the Arcane guys to maybe add some souped up Shamblers? :) 
 
Framegroups can be used to extend the number of frames in vanilla Quake. 
More Frames Where? How?? :) 
Oh? How is this done exactly? Just giving them actual names then? So the Run frame group and idle frame group can be no bigger than 255 frames? I would love to find some documentation to read on this... 
 
Framegroups are indexed as single frames. If your first framegroup starts at frame 250, the other frame(group) following it will have the index 251, no matter how many frames are inside of the framegroup.

Framegroups were most likely a late addition to the engine, because none of the vanilla models uses this feature, even though it's certainly beneficial to idle and running poses. 
 
Some more info: I had forgotten that the torches uses framegroups�
http://renep.home.xs4all.nl/qmehelp/concepts.htm 
 
Here. Click on the "Main Window" link, and then scroll down to the "Frame Tree Panel" section:
http://renep.home.xs4all.nl/qmehelp/ 
Interesting. Framegroups Never Knew About Those. 
Ok so how do I add these without using QME? :)
Preach do you have some magic tools for this per chance? 
Yes Indeed 
There's a way to do it using the Helper in the python module. The Vortex model from

https://tomeofpreach.wordpress.com/2015/12/30/vortex/

has an example in its python script, the relevant portion are:

from qmdl.helper import Helper

#read the model file
mymdl = Helper()
mymdl.load("model.mdl")

mymdl.group_frames(0, 15, "spiral")
mymdl.save()
 
BFG9500 Second Iteration 
Kenneth Scott Goodness For Inspiration 
Hmmm too much edgework with no light direction.

https://www.dropbox.com/s/00e0kunjg9z5bvs/Quake_3_Weapons_2.jpg?dl=0

Here is some inspiration and the textures show a lot of directional lighting and tasty little highlights. 
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