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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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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 
@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... 
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 
Hiro-Hamada 
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 
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! 
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 
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 
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 
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 
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 
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. 
 
I was doing some GLQuake skin optimizations, because the target engine is QS. Now I remember why I hate GLQuake. 
Adjustments 
https://drive.google.com/open?id=0B9DxOfPvG2G1Z3pGNHVGTmF0Qkk

GL-friendly. Don't like the lever, may still try and do something with it. 
Maybe Better, Dunno 
L337 Post 
If anyone is using my qmdl python module or the standalone fbxtomdl.exe converter, I recommend you trundle over to my blog and download the new versions.

https://tomeofpreach.wordpress.com/

The new versions incorporate several fixes to make exported models compatible with software-based engines, ranging from optimisations to visual corruption and even crashes! Thanks to Sock for his help in identifying the issues. 
Preach 
Can you add a fix for the skin normals?
A while back I've posted <a href="https://youtu.be/a73Z4JxKPko";this video</a> showing the problem. 
Normalisation 
What tool are you using which creates models with the backwards normals? Is it the fbxtomdl tool? Because I don't have the same issues with models I create from the main library. 
 
Those models aren't from me, they're from Skiffy and Capnbubs.

According to the readme, Skiffy used your MD3toMDL tool:
http://www.celephais.net/board/view_thread.php?id=61285&start=92 
 
If the normals are backwards does that make them abnormal? 
Pm To Mankrip 
Hi mankrip, can you drop me an e-mail? My address is on my profile. I wanna send you a model which you can check that the normals are correct on. If that's so, I'll need to get in touch with Skiffy and find out what's going wrong. Unless they have the pre-2013 versions of the tool which did have a bug in calculating normals... 
Preach 
E-mail sent. 
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