Totes, Yeah
#1278 posted by Kinn on 2016/03/11 19:55:45
If you can reasonably guess what the biggest mins/maxs are gonna be for the animated version.
Melee attacks and death anims are usually the worst offenders in my experience.
#1279 posted by flp on 2016/03/11 19:58:35
@Kinn
thx for the clarification I didn't know that about quake. That's probably why these idle animations seem so wobbly most of the time. Cause the animations are so small that only a few vertices skip the treshold to the next interpolated point.
Well I'll make sure there are no van damme splits in my animations.
@PyroGXPilot
Are those stock textures. The enemies sure seem to pop out of the picture.
#1280 posted by Joel B on 2016/03/11 20:07:46
Hah no they're not stock. :-)
There is tho an interesting amount of blue, red, and green in Quake... it just depends on the episode/theme (and they're all earthier tones of course).
For basemap style enemies "tan" is definitely the dominant environment.
Elder Landscapes
#1281 posted by sock on 2016/03/11 20:51:11
an interesting amount of blue, red, and green in Quake
E2M5 E3M6 E4M7 Blue Article
#1282 posted by Joel B on 2016/03/12 00:08:27
That's a great article BTW, it's cool that you take the time to write those up.
#1283 posted by metlslime on 2016/03/12 00:38:51
yeah, i just read it for the first time too. Great, detailed post mortem.
#1284 posted by sock on 2016/03/12 03:41:00
Wow, thank you @JohnnyLaw & @metlslime, always good to get feedback on my articles, took me forever to create it. Made my evening!
FLP, Re: Post 1271
would a touch less dithering look better on the "shirt" area?
#1286 posted by flp on 2016/03/12 16:10:42
@Shamblernaut
The shirt area needs more detail. As of now the shirt is almost one solid color without dithering. I plan on some leather straps and more variety and then I can get rid of this awfulness. I tried a few different conversion algorithms but I might need to push pixels manually in the end.
I've also prematurely documented some of the process while procrastinating.
Here's an overview of the stages the modeling went through.
http://pnahratow.github.io/chainforcer-lowpoly-modeling-stages.html
Here is a timelapse video of some texture painting.
https://youtu.be/SlOZWpu9t7o
Great Work Flp
#1287 posted by killpixel on 2016/03/12 17:09:17
Really digging everything you're doing.
Nice Article
Is there some sort of hybrid between nearest neighbour and dithering that works well?
It's been probably a decade since I had to use the (I'm showing my age a little here) reduce colour depth function in Paint Shop Pro.
Also, until I started watching your video just now, it never occurred to me just how silly it is shading on what really should be a dynamically lit model.
#1289 posted by flp on 2016/03/12 20:42:29
@ Bloughsburgh, KillPixel
ty, very much!
@Shamblernaut
... it never occurred to me just how silly it is shading on what really should be a dynamically lit model
I must say I really disagree. Sure eventually you're going to be right. But given the years of ugly plasticy looking video game renderers we witnessed ever since normalmaps entered the jungle the handpainted artwork is one of the reasons why I like quake/old games so much.
Sadly, nowadays this kind of stuff has drifted a bit into the cartoonish world of games like Dota or Lol.
True, the tech needs to be able to emulate what you would have been able to convey with shading. The benefit is that it is dynamic. Things like the reflection on your models visor should be dynamic rather than static.
But yeah, it was a comment on the ideal situation, certainly not what is best for quake.
I Agree About The Visor
#1291 posted by flp on 2016/03/13 10:08:42
Strong reflections do look very good in modern games and painting that stuff is in fact silly.
No Need To Branch And Make My Own
#1292 posted by primal on 2016/03/14 11:06:13
There is an updated version of the Authentic Models package after all. I didn't find it earlier, so I went ahead and made my own candidate version a while ago. This one is dated March 2nd and contains the new Shambler model.
http://www.quaketastic.com/files/models/auth_mdl13.zip
I don't need to make and publish my own after all. This one is by the same guy as the previous versions.
Request/Modelling New Enemies
#1293 posted by Hiro-Hamada on 2016/04/28 01:03:21
Hello, I am Hiro-Hamada from Quakeone.com
considering this is a request fourm, here is my request:
I am wanting to import a giant crab into Quake 1 darkplaces as a new enemy, and call it 'Macra'.
More info about the crab mod here:
http://quakeone.com/forums/quake-help/general-help/12114-hello-new-guy-here.html
crab can be found here: https://3dwarehouse.sketchup.com/model.html?id=aa0b6c19c73e14c269c25319f5f1c1e1
also, I am wanting to port a Special weapons Dalek that shoots rockets. It is to be a static model
Continuing From Last Post
#1294 posted by Hiro-Hamada on 2016/04/28 01:11:37
Oh! forgot a few things!
here is the special weapons dalek model:
both Macra crab and Special Weapons Dalek are from sketchup.
also, I want the crab's pinchers (the part connected to the claws) to be a bit bigger, EXACTLY like in this image: http://orangecow.org/who-sprites2/macra-sm.jpg . I also once tried before to put the .DAE model of the crab into sketchup, but look how it turned out I was told that the conversion apparently went wrong... http://quakeone.com/attachments/forums/quake-help/general-help/2137d1461374844-hello-new-guy-here-crab-error.jpg
#1295 posted by Baker on 2016/04/28 02:12:27
^^ This Hiro-Hamada above is a ZDoom modder and he's picked up QuakeC real quick and already made a couple of nice weapon mods (no kidding -- he's a quick study).
He wants to convert models to .mdl or .md3 for DarkPlaces.
Told him not too many people who know modelling participate that much @ quakeone.com lately.
Can someone give him some pointers? He definitely seems the type that if someone gives him some tips, he might make something awesome.
Re: Baker
#1296 posted by Hiro-Hamada on 2016/04/28 03:51:01
Oh! yes!
I am also a big Zdoom modder!
correct you are, baker!
I am also a teen with a bit of a short attention span, and big-time autism. So I must be able to understand the explanations fluently.
I have decided to do a different type of Macra crab model. The model itself does not exist, but these pictures provide what it looks like.
https://whoflix.files.wordpress.com/2015/02/macra-terror-shawcraft.jpg
http://vignette2.wikia.nocookie.net/doctorwho/images/0/01/Macra_terror.jpg/revision/latest?cb=20120222195739&path-prefix=es
http://www.dalek6388.co.uk/images/macra.png
here is how the macra crab moves regularly:
watch 11:02 to 11:37.
https://youtu.be/1M_t6okgEa0?t=663
To attack, it could reach out and snatch at it's opponent, this crab is not slow, but not too fast.
when he dies, his claws slam down, then his anntennes and eyes slowly look down, as if it's a robot shutting down.
and That's it for the Macra crab Description.
Re: Baker
#1297 posted by Hiro-Hamada on 2016/04/28 04:25:54
Correction:
tried to turn the grenade launcher into a flame thrower, but failed. all I can do so far, is go into .QC files, attempt to mess around with them (usually ends up failing), edit death messages, and change sounds.
Thats A Proper Start Of A Sucessful Modding Career I'd Say
#1298 posted by mfx on 2016/04/28 04:34:44
crab model needs more pixel density, less HD crab.
Go on!
I Havent Tried Myself
#1299 posted by ericw on 2016/04/28 04:39:24
Indeed
#1300 posted by Hiro-Hamada on 2016/04/28 04:46:33
well, it could be turned pixel density by lowering the model polycount. which crab are you referring to? the one with visible legs, or the one that i showed in the 3 images (the one that has a big mouth, and 2 antennas)
MDL Blender Exporter
#1301 posted by Hiro-Hamada on 2016/04/28 05:28:03
I Like The Concept
I also agree that the first model you posted was too high poly for q1. The second concept (from the video you posted) looks would fit it to sewer maps or tight maze maps perfectly.
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