News | Forum | People | FAQ | Links | Search | Register | Log in
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".
First | Previous | Next | Last
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. 
Thanks Preach! 
I knew I was going to have to get around to installing the python tools at one point...

Now my question Mankrip about framegroups... does it only really help at the end of the file or if I start adding them in the beginning and it somehow encapsulates them making each index add to the count instead of the actual frames? What is the theoretical limit? :) 
Skiffy 
I wanted the edges to be rough like that.
Although yeah I could rework on the overall light, to be on top. 
 
Daya: That BFG 9500 looks really good for Quake, it just needs some weathering.

Skiffy: If you group the first scenes, you'll have to modify the QC code, and that means making your models incompatible with everything but your own mod.

Let's say you have a model with these frames�

0 base
1 idle
2 idle
3 idle
4 walk
5 walk
6 walk

� and then you group the "idle" animation:

0 base
1 idle(1,2,3)
2 walk
3 walk
4 walk

See how the indexes of the "walk" animation were affected by the grouping of previous frames. 
 
only thing with frame groups walk and run anims: stock models have different movement per frame. this is accounted for in the code, but with frame groups, you do not know what frame you are on because to the code, it's all the same frame index. you would need to redo the animation so that the movement is constant on all frames. 
 
Framegroups do support individual timing for each subframe. 
I Think I Get It. 
So if I understand this correctly I could have 255 frame groups for some crazy reason? Its not a 255 frame limit but index limit. But if you dont group frames then they each take an index... so to speak.

Daya I do look forward to having this in Quake though :)

Here is another take from the one mode that added all the quake2 weapons to quake 3.

http://www.wireheadstudios.org/album/album35/strogbfg_shots.sized.jpg 
Frame Rate Changes? 
Amusing... I thought quake1 ran at 10fps logic all the time. Then again I think the minotaur in Arcane has some at a higher framerate? 
 
the individual timing thing doesn't work. also, timing isn't the issue, it's distance. 
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.