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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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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. :) 
JneeraZ 
In most cases they just cut model in half, so you have front and back UV isle. No packing, no mirroring, ugly seams etc.
http://www.textures-resource.com/pc_computer/quake1/texture/1700/ 
 
I think I need to offset all the uvs by half a pixel due to the way quake vs everything else displays them, so that seam is worse than it should be. 
I've Uploaded The Zip 
but I put it in the wrong directory. I meant to put it in the models directory.

http://www.quaketastic.com/files/mon_knut.zip
http://www.quaketastic.com/files/mon_knut.png

Can I move it? 
 
Maybe it is not the greatest model, but it is working, has its own style and finished. I mean it is not using some placeholder checker pattern instead of texture or same animation for all states.

<cough>write a tutorial</cough> 
Flp 
Animation can be improved indeed, but it's a solid model. Good work. 
Quick Question. 
Where would I go if I wanted to find custom models and resources as a mapper? Be it enemies or static meshes. Is there a goto place?

@DeeDoubleU

I could write a bit about some technicalities, prerequisites and workflow. But I'm no expert in any of this. 
 
flp, preach has some nice models on his website -

https://tomeofpreach.wordpress.com/category/models/ 
Flp 
Yes, just write down your experience like in a blog. It's always helpful to others. Also, you can get opinions, corrections... 
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