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.
Willy The Spider Was Crablike
#1303 posted by generic on 2016/04/28 16:04:53
Perhaps you could use it as a base?
Pic
#1304 posted by generic on 2016/04/28 16:09:21
Re: Shamblernaut
#1305 posted by Hiro-Hamada on 2016/04/28 19:11:14
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
#1306 posted by mankrip on 2016/04/30 03:31:53
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.
#1307 posted by Baker on 2016/04/30 03:49:25
That is some old skool investigation. Interesting.
More Crab
#1308 posted by Hiro-Hamada on 2016/04/30 04:08:29
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?
#1309 posted by Baker on 2016/04/30 06:00:10
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
#1310 posted by necros on 2016/05/01 05:22:15
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'
#1311 posted by Hiro-Hamada on 2016/05/01 22:32:48
Ok, most quake modding tools request a file called 'QUAKE.EXE'
What is the 'QUAKE.EXE' Of Darkplaces?
Darkplaces.exe Or Darkplaces-sdl.exe
#1312 posted by aDaya on 2016/05/01 22:37:58
Ok, Got Darkplaces.exe.
#1313 posted by Hiro-Hamada on 2016/05/01 23:11:00
now, what are the:
-Base Game Directory
-Source Maps Directory
and
-Model Viewer
for Darkplaces Quake 1 Jackhammer?
#1314 posted by aDaya on 2016/05/01 23:28:30
-id1
-where you put the maps you're working on
-where you put the model viewer software you're using, like qmE
#1315 posted by Baker on 2016/05/02 01:04:26
#1316 posted by Baker on 2016/05/02 01:05:28
Got QME
#1317 posted by Hiro-Hamada on 2016/05/02 02:18:05
but how do i use it? it says for windows 95 only, I am windows 7
#1318 posted by Baker on 2016/05/02 02:25:54
There is a qmelite.exe
Double click it. I am on Windows 7 and it works for me.
#1319 posted by Baker on 2016/05/02 02:37:58
Lastly:
As far as I know TrenchBroom doesn't have docs (nothing does except for ancient Worldcraft 1.6)
But entity stuff applies to any editor:
Tutorial: http://www.quake-1.com/wc16a-tutorial/
Entity reference: http://www.quakewiki.net/archives/worldcraft/entity/standard/standard.shtm
Monster Design
#1320 posted by sock on 2016/05/03 15:10:01
@Hiro-Hamada, I would recommend starting with the design of the monster first before modelling, especially if you plan to create the QC.
Think about its attacks, range or melee or both! Does it have any special ability? jumping, charging or stomp attack! What scale is the monster going to be? Can it fit through small gaps, drop off ledges or will it require special wide doors? What speed is this monster going to be? How aggressive will it be towards the player or other monsters?
All these considerations will affect how the monster is used and what animations, sounds and additional models it might need.
OK...
#1321 posted by Hiro-Hamada on 2016/05/04 03:02:18
Already have the monster design (Post # 1296)
It's attacks are described (some sort of claw pinch) a video of it's animations is provided (minus pain, attack, and death) I described how it dies, It's range is a bit far (arm length) It's a bit of an aggressive crab, heck, the pictures of the monster is provided in post # 1296! and I already have all of it's sounds.
Additional Models?
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