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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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Primal 
Mankrip 
Thanks. Should have looked more carefully. 
Reporting Progress 
I'm now done texturing my little model

http://i.imgur.com/rrM3DdG.png

This work is really hard. I've learned a couple of things that I might do different with the next model.

1. To start with a concept. Not having any idea what I am going for lead to me staring at the blank texture not knowing how to proceed too often.
2. Work on the whole texture all at once. I did single parts. Then detailed them. Then I was afraid to touch these parts again avoiding major changes.
3. Make better seams. I'm not sure how I will do it but hiding these seams was a horrible task. This probably goes with *1 because if there is a concept I might know spots where it might be easier to hide the seams beforehand.
4. Closely watch the color range I use. I've found myself in not utilizing the full range of brightness values. I confined myself to the upper half. When exporting to quake the whole thing looked off and too bright. Had to use filters to fix it in the end.

Up next is animation. I haven't done this before so this might take a while. I plan stick to the original dog monster (regarding ai and animation) just to get it done while not overestimating my abilities.

PS: I discovered a neat website called sketchfab. It allows you to share modeling work in 3d. Animation is possible too.

https://skfb.ly/KSDT 
 
Looks like some kind of mount! 
 
That's very Hexen II-ish. I'm curious about how the animations will turn out. It looks well done. 
 
Looks like it needs another face on its buitt and it moves by tumbling end over end. 
 
buitt = butt 
Model Paks For Vanilla Quake And Rogue MP2 
Hey everyone. I had a weekend and did stuff.

I also made a model collection for myself to use with vanilla Quake the Rogue Mission Pack 2 (Dissolution of Eternity), based on a model collection by NightFright to which I added Skiffy's Shambler model.

This is a link to the zip in my Dropbox. This isn't a permanent link.

https://www.dropbox.com/s/yo98meyxvgrj574/auth_mdl_p12.zip?dl=0

Let me know if this is useful thing to share with others in the current format. I'll do so, and upload them somewhere permanently if anyone else is interested in it.

Let me also know if there are any mistakes or problems in the file, or you have some changes to suggest. THere is a readme inside.

I decided to not add any models from Makaqu after looking at them. I wanted to keep my package monster and player models only, and I like the ones in the NightFright's collection best. I used the zip format because it's not a large file and almost everyone can unzip it without any special software.

So, gimme feedback please! And tell me if there is another place than Quaketastic that I could upload the zip file to. Otherwise that is where I will put it, if anyone says I should do share it with others. I hope it would be useful to others too. 
 
the readme says it requires an advanced engine, why is that? I thought most of these were vanilla engine compatible. 
Metlslime 
It was in the original readme, which I copied as a basis for my own. I took the entry to mean that it is asking whether an advanced engine required, and putting in Any means "No, any Quake-compatible engine will do." However, it's not necessarily how other people will read it.

I should change it to say "Should work with any engine" and test the paks with some other engines besides QS, so I actually have some basis for saying this. I have the GoG version of Quake with some version of DOS Quake to run in DOSBox and Winquake, so if the models work with those, they should really work with anything, right?

I'll update the readme and the zip soon. Can't start playing with DOS Quake right now, as tempting as the idea is :) 
#1203 
very cool. I've been wanting to do something similar based off this n' that 
#1211 
That first pic is some proper late 80s/early 90s golden age Realm of Chaos stuff as I'm sure Shambler will agree. 
Animation Is Coming Along Nicely 
What??? 
 
Doges And Gruntes By Salvador Dali 
This is how the dog and grunt models look in GoG-packaged WinQuake or GLQuake. Whatever it is that it wants to run with a glide wrapper. They don't crash the game, but that's not really a good look.

http://imgur.com/fqZczna

In turn, DOS Quake 1.08 fails to start when I have the pak file in the id1 directory. Sadly, I can't see what error it prints before exiting. I'd need to find out how to run it from command line instead of in a window that closes immediately, so I might get back to you on how it goes. (The problem might be that the skin is too big?)

I have found out that DOS Quake can handle the Knight model by Lunaran, but the Shambler model makes it quit. I worked this out from being able to play on E1M3 in Normal mode (no Sham-Shams) and not in Hard mode (with three Sham-Shams), while using a pak with only the knight & shambler in it.

So, I have modified the entry to say it requires an advanced engine after all. Since this is such a minor change, I replaced the previous file, and the link is same:

https://www.dropbox.com/s/yo98meyxvgrj574/auth_mdl_p12.zip?dl=0

Please check it out for any dumb mistakes. Is this package worth releasing now?

I will upload to Quaketastic and write up an announcement in a couple of days, unless someone suggests more improvements. I made this mostly for myself, but I can share it with the hope other people find it convenient. Small thing really, with all the work being done by the actual modellers. Thanks to them for their work. 
 
Btw the gl quake thing could be due to outdated mesh cache -- gl quake stores on disk optimized copies if the model files that it generates only if they don't exist already, so if the mdl file changes and the cache isn't cleared, it looks like gibberish in game. I think you can find and delete the files in a "glquake" folder inside your id1 folder 
 
Shambler works in Winquake... and the expansions 
DONE 
yeah. here is a demo video

https://youtu.be/sDa8cVHDhP4

Even though this is not the greatest model I feel a great sense of achievement having successfully gone through all the steps to get a model in game. Animation and especially the running/walking ones are pretty hard to get at least decent looking.

AI wise the monster behaves exactly like the vanilla dog with a little more health since I didn't want to make anything special except getting it to work. Although I gotta say playing with quakec is where the real fun begins. First thing I did was throwing 500 gibs instead of just 3, which looks awesome. Then I replaced those gibs with ogrenades which in turn was stupid. In the end I left everything pretty basic though.

Except for the soundfx (which a buddy of mine made) I used open source software (blender, krita, mdl exporter, fteqcc, slade3) and I didn't need much else really.

I'm going to zip everything up (including, qc and blend files) and then upload to quaketastic I guess?

I'd very much like to do more of this. Next time with a little more effort. Are there projects in the making that need some models/monsters? I wouldn't want to just create something random that in the end doesn't get used. 
 
this is great, grats on doing the whole thing from start to finish. 
Noice 
If that's your first model, it bodes very well for the future. 
Great Archivement, Flp! 
I like the way the skin is smoothly animated. 
Excellent Work! 
 
Yay 
http://shoresofnis.com/temp/objExport.PNG

mdl -> obj exporting!
need to clean up the code and probably fix bugs, but hopefully should have a new download for my shitty model editor soon.... mdl to obj is not overly useful, but might be nice if you plan to kitbash the stock models and want to preserve the UV mapping. 
 
Nice work, that looks great! 
 
necros

Wow, so they put the texture seam on the fiend in the most visible place possible. Smooth. :) 
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