#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?
Additional Info
#1322 posted by Hiro-Hamada on 2016/05/04 03:04:37
Hiro-Hamada
#1323 posted by mankrip on 2016/05/04 04:55:24
The best way to do such things is to do it yourself. You're certainly passionate about it, and that's the key to making a really great work. This will motivate you to learn how a modeling tool works, and by working on it yourself you'll be able to tweak all of the little details in it to make sure it'll come out as you expect.
It may seem intimidating at first, but actually it's the best way to get help. When you need to figure out how to do rigging, uv mapping and so on, people can help by giving answers or by pointing you in a direction where you may figure it out.
The creative work of translating such technical skills into an artistic design is something very personal, and the quality of the final result tends to be directly proportional to how involved the person working on it is.
I recommend taking a look at how flp progressed on his model here for inspiration. Follow his replies to see how things worked out for him. There's a good amount of information in that discussion.
I Made A New SSG
#1324 posted by dwere on 2016/05/24 01:24:57
https://drive.google.com/open?id=0B9DxOfPvG2G1WlhGNXFNQ2ZieGs
With two finished weapons in about two years, I really like my chances of making a full replacement pack in this century.
Dwere
that looks bloody great. What was the other model you did?
Ah nvm, I found it... the nail gun thingy that looked like a flak cannon!
Bang Bang!
#1327 posted by sock on 2016/05/24 13:04:15
I Made A New SSG
That SSG model would look lovely in the AD MOD!
Is there any chance you could add a second barrel flash for the V model? Also maybe add some more polygons for the firing trigger underneath the barrel for the G model?
Thanks
#1328 posted by dwere on 2016/05/24 13:32:55
I made both shotguns a long time ago, but I didn't like them, as well as my SNG concepts, so I was discouraged from continuing. A few weeks ago I dug out the shotguns and thought they were salvageable. Although the work ratio between then and now turned out to be about 30/70%.
I'm still treating UV coordinates like vanilla Quake does, so they may be a little off in GLQuake descendants, but it shouldn't be too bad.
Sock
#1329 posted by dwere on 2016/05/24 13:38:35
Yeah, I guess I could do both.
BTW, I noticed that animation frames and/or coding of the current double shotgun in AD are slightly off. It's possible to release the trigger and still see the muzzle flash without the gun actually shooting.
Double Flash, Detailed Lever
#1330 posted by dwere on 2016/05/26 01:12:01
https://drive.google.com/open?id=0B9DxOfPvG2G1aFU2VlJFc1F0ZHM
Seems excessive for MDL and Quake as a whole, but what the hell.
More Bang For The Buck
#1331 posted by sock on 2016/05/26 13:01:01
Thanks dwere for the model updates, I have added them to the next AD update. If you can mail me some credit details that would be awesome.
Baker
TrenchBroom has a full manual available from the Help menu.
Sock
#1333 posted by dwere on 2016/05/27 01:20:18
Can't think of anyone else to credit. Maybe except Winchester Repeating Arms, because I totally ripped off their 1887 model.
Unless you mean my name, but I dunno. Russian names look funny in English.
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