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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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Might Be Worth Double Checking 
regarding max mdl skin height.

MAX_LBM_HEIGHT appears to be 480 in winquake/glquake, here.
Dosquake had a lower limit iirc. 
Skin Limits 
The limits for skins:

In DOSQuake the max is 200px (so 128px is the tallest power-of-two, the largest sensible size)

In Winquake, that gets bumped to 480px (so 256px is the largest sensible size)

I don't think you need to worry about DOSQuake, I'm pretty sure all the custom software engines start from a base of Winquake at least. For reference, Quoth has included models with 256 pixel tall skins since the first release and nobody has ever complained that it causes a crash.

Bit more of a pain that there are non-software engines emulating the old behaviour. For darkplaces you have the option of creating MD3 copies of your models, with UVs that match the GL versions. Which only leaves DirectQ... 
MD3 = Good Idea 
 
 
Does anyone still use DirectQ? I stopped using it about 6 month after I joined func_ 
DQ 
I stopped using it once development/support ceased. I would like to see quakespasm implement the HUD options that DQ had.

DQII was great, would love to see a final build with some of the loose ends tied up. 
Quake Trees 
I remember a request for tree static entities.
I am using some in my new map so
they may be also in others interest.

Quake trees 
Any Screenshots? 
 
Lazy Bone 
forest
<a href=""http://home.kpn.nl/lo2kf8/tree1.jpg">for</a>
<a href=""http://home.kpn.nl/lo2kf8/tree2.jpg">the trees</a> 
Crosslinked 
Arbitrary 
For some reasons statics that are under 1000verts ans 2000 tris won't show up in fitzquake.
Like these trees, there's one that shuts down fiztquake immediately when added to the progs.
It's just the same as the others but it won't fit. 
Has Anyone Tried Sprites For Trees In Nilla Quake? 
if not for the entire tree, just the foliage?

The trunk looks quite nice in those pics, but those leaves aren't so hot.

old sprite tree test 
 
I guess I'll just leave this here: http://www.celephais.net/board/view_thread.php?id=60831&start=994

Would be nice if more engines supported it :} 
 
Just one fairy sprite and you'll be able to recreate Ocarina in full :) 
Killpixel 
I like those...

Madfox, the trunks are ok but the leaves being giant squares don't seem to look right to me. I think what you've created would look good if there was masked texture support (where you put a { before the texture). 
Rift 
 
yes! 
 
#1372 - Thanks! full-on sprite trees probably aren't appropriate for vanilla quake, aesthetically speaking.

#1373 - those look nice, are the trunks simply brushes? that map reminds of something out of spyro. 
Full Sprite Tree 
Doesn't look that good. Can't be lit and breaks down when you're close. 
Convert Quake 1 Models To Skeletal - Keep Anims 
Has anyone done the conversion of the Quake 1 mdl files into a skeletal animation format? The idea would be to use skeletal animation skinned to a rig that would maintain a fairly close match to the original animations, for use in engines that don't support vertex morph animation. 
 
Thre are engines that do not support changing the values of the vertices of a model? Odd, to say the least... 
Q1 Models 
I converted several Q1 models into an animation studio by using a redrawn base model of (let's say) a death22 pose frame of a monster.

This is done by using a skeletal base bone and attached it over the new base frame.
From that point I can change it into any pose and export it into any commen format. obj,3ds etc.

So far so good.

I'm not familiar with vertex morph animation. 
Guns Of Okayishness 
I decided to take a break from original content and do something I wanted to do for a long time: touch up the existing weapons so that they look less broken in the modern era of neat, polished visuals.

Then I decided to take a break from that, so I'm releasing what I currently have: all view models except axe, one world model.

https://drive.google.com/open?id=0B9DxOfPvG2G1UDZtLXA1MXVSWlE 
 
By existing weapons I meant stock weapons, of course. 
Dwere 
some nice improvements. I like the extra shadows on the NG and RL.

The world LG model is really awesome. Love the little touches you've done there, like the cell ammo on the gun at the butt, super nice.

Not 100% sure on the more rounder LG. I think the sharper edges of the original make it feel a bit more violent maybe. It still looks nice but I'm not used to it I guess.

I'd say the SNG skin could be tidier on the bottom of the barrel but is otherwise nice. Similar on the SSG, looks better but the texture blending near the bottom of the barrel is a bit too sharp.

Cant see what's updated about the GL, it's a shame that the v_model was basically a cylinder. Would love to see a touch more depth to the model? 
Dwere 
I made a bit of a modification to the SNG skin to demo what I am talking about, it's not super clean because I'm not sure where the wireframe is exactly (lots of trial and error here).

https://www.dropbox.com/s/ykzofayufsec0vs/v_nail2.mdl?dl=0 
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