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RemakeQuake
This is a thread about a project currently underway to remake Quake one.

It involves upgrading what exists already in order to play and look better or at least differently in all probable situations and enhance what is already there in this great game.

So we're remixing all the maps, monsters, and the player.

A specific engine in order to solve long-standing issues isn't out of the question, the main concerns being cross-OS support for features that should be common, like entity alpha and multiplayer. These things exist in various forms, but there's still no standard, at least today.

There's a great wealth of resource on this board - the one thing that doesn't exist here is apathy.

So, we're fishing for contributors. If you can make a map, animate or code and want to see this monster through to its conception then you're on the team.

Over the next few days I'll post info on what currently exists, and where it's headed.
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What Models Need Replacing? 
 
Fuck 
Tried sending this off my phone a couple of hours ago. Fallo.

The idea is to replace no models - just add animations. There's a handful of new models, a much easier task than the animations. There's a few that will need modification as well.

The theme is that if a dedicated modeler enters the team they'll have control over their part. 
 
Yes, it's mainly additional monster animations.

Stuff like knight and enforcer weapon variants, throwing animations, and eventually (in the rather distant future) taunt animations. All using id's models. Plus anything that you come up with.

Some existing models / animations could be polished somewhat. The rest are small items that we can probably do ourselves. 
The Models I Have Been Working On 
deviate far from Quake origins so I don't think they would be useful, unfortunately. 
Qmodels 
I have some models in the Quakeworld, as a little support to work on them. I'm trying a frogman model but sofar my intention to make a walk/swim_monster_start never succeeded.

I once made a convertion of dfx models for all Quake model animations.
It would be easy to make new animations and add some frames. 
Hat 
There is a thing with extracting models to dxf.
As I do so, the original base-skin texture get lost and importing them back with qmle always tends to wrong verticenumber. 
Ijed 
do you have a list somewhere of which models you want to add/replace animations for? and what priorities for which? 
Not Really 
We're using a site which acts as an SVN repository and also has a Trac ticket system - each monster has its own ticket detailing what extra stuff it needs in terms of everything.

There's none that won't be remaked.

Might sound strange for an open-source project, but I'm wanting to keep some secrets and not broadcast everything we want to do to the general public before we've done it.

Here's a couple of examples of the new anims we'll be needing:

Enforcer underarm throw
Enforcer vertical throw

Vore spellcast
Vore leap

I'd say almost all the monsters need at least one new animation.

If you want on the team then let me know and I'll mail access to the Assembla site and SVN. 
 
Enforcer underarm throw
Enforcer vertical throw

Enforcer skin: baseball uniform
Hell Knight model: replace sword with wooden bat
monster_zombie_pitcher: needs to check second base for a steal before pitching. 
Shambler 'Safe' Gesture 
 
Er Ijed 
I thought the vore was gonna be the pitcher...? Did I reskin him for nothing?? 
Hm 
Don't know enough about baseball for a decent response to that one. 
 
Don't know enough about baseball for a decent response to that one.

1st base - makin' out
2nd base - touchin' stuff
3rd base - sexual relations of an oral capacity
4th base - touchdown?
5th base - ???
acoustic bass 
 
oh and there's also the secret base, but keep that to yourself. 
Haha 
acoustic bass - got a laugh out of me :) 
Enforcer Vertical Throw 
Mf 
That could do, or something very close.

All your base?

Secret base? Would that be like dirt base? 
AM2000 Base 
It's just a quick jump. I took the enforcer walk5 frame as it is the most close to a base frame, added bones and know I can make it jump anyway I want to.

Point is by converting a frame to dxf in Qmle hands me a monster I can import in a modelling studio. But when I export it to Qmle again chance is verticecount won't fit with the original.

So to make this one fit all frames also have to be reimported to match this new vertice count. Big bad is I can only make a base skin texture from the walk5 frame, and that's not the original.

And I gain with that strange mirror effect, why does it have that gun left? 
Yes 
I tried converting an enforcer model to make a vertical throw act.

As I didn't import or export the model than in Quark4.07 to make the shape the models fits well in the usual enforcer scene. The verts and trices are the same so it uses the original tex. If one uses the manipulating tool in the model studio with care it can be awarding.

Throw.zip is the RFS that fits in the original Enforcer with Qmle.
Maybe it can be usefull for Remake Quake?

http://members.home.nl/gimli/throw.zip 
Excellent 
Thanks mf will check later 
 
I have an enforcer model with a whole stack of extra anims on it for diving, rolling, punching, kicking, etc. I will dig it out if you want. 
Gb 
You are one busy boy !!! :) 
Lth 
Well, not sure we'd be able to use them, but at the very least they'd be interesting to see.

We don't have anything too acrobatic planned for the Enforcer. 
Hmm 
Turn the enforcers into HL marines. Gwan! 
 
Madfox: the GIF looks good, I can't model, so can't really comment on the dxf files.

Lth: Sounds cool, I'd sure want to see it.

Ricky: Well, I just cleaned up the tickets. The list should be more readable now, and most tickets should have a DONE and TODO section now. The timeline is only for people with good nerves, though.

I got rid of titles like "Dark Evile Flora that may or may not be flora" :-E

But yes, this project is demanding. 
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