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
I Agree About The Visor 
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 
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 
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 
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 
 
^^ 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 
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 
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 
crab model needs more pixel density, less HD crab.
Go on! 
I Havent Tried Myself 
Indeed 
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 
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. 
Willy The Spider Was Crablike 
Perhaps you could use it as a base? 
Pic 
Re: Shamblernaut 
Yes! I think the Classic Macra would fit in good!

but could someone (other than me, for i am not too good at all at making models) make a model for it? 
There's A Bug In Several Custom Models Out There 
I've found out that several custom models out there have inverted lighting normals. This screws up with directional lighting in engines that supports it.
Here's a video.

Can this be a Blender exporter issue?

Rescaling the model in qME makes qME recreate the lighting normals, but the smoothness across non-continuous areas is lost, so it isn't a proper fix. 
 
That is some old skool investigation. Interesting. 
More Crab 
Ok, so, conidering my last post, what happens if you request someone to do a model the way I did on my last post, by simply asking (after giving info) Also, what is the best Quake 1 map editor out there? 
 
Jackhammer and TrenchBroom are the most commonly used map editors.

http://www.celephais.net/board/view_thread.php?id=60335&start=1284

http://www.celephais.net/board/view_all_news.php

Also: you are very new, the emphasis of this thread is more self-help and a good storage of information and helping someone already familiar with modelling figure out how to get them into Quake (which can be quirky). You can make requests, but the thread info also cautions those "may well be met with silence".

(i.e. if you are real lucky someone might "do it for you", but those would probably be something like a knight holding a different weapon or something simple and someone owes you a favor or likes your existing body of Quake maps that you have built).

You might consider getting familiar with map editors, maybe play some Arcane Dimensions (its open source, has a lot of monsters) and do some QuakeC tutorials.

http://www.celephais.net/board/view_thread.php?id=61270

https://www.youtube.com/watch?v=8YsKfkV6LV4

Doom monsters are just sprites right? Quake is far more complex than Doom and you probably should level up on mapping and QuakeC before walking down that hard road. Arcane Dimensions has quite a number of new monsters and the source code is with the download.

Arcane Dimensions has so much it can do, it should entertain you.

There is also Quoth:

https://www.quaddicted.com/webarchive/kell.quaddicted.com/ (Arcane Dimensions has some of Quoths monsters in it). 
Mankrip 
i know that the 3ds to md3 converter i use didn't generate normals at all unless i explicitly clicked a button to do so. i never actually noticed until sock pointed it out to me though. 
Darkplaces 'quake.exe' 
Ok, most quake modding tools request a file called 'QUAKE.EXE'

What is the 'QUAKE.EXE' Of Darkplaces? 
Darkplaces.exe Or Darkplaces-sdl.exe 
 
Ok, Got Darkplaces.exe. 
now, what are the:

-Base Game Directory

-Source Maps Directory

and

-Model Viewer

for Darkplaces Quake 1 Jackhammer? 
 
-id1
-where you put the maps you're working on
-where you put the model viewer software you're using, like qmE 
 
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.