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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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Latest Updates And Shit 
https://drive.google.com/open?id=0B9DxOfPvG2G1VmI4ck5HcHZ1Ymc

Axe seemed to have a potential to be a giant pain in the ass for a relatively small gain, so I decided to postpone it and go straight to the software mode testing stage. Some of the models crapped out much worse than I predicted, but I fixed the most glaring issues by adding redundant geometry.

Fixing the less glaring issues would require adding even more crap and mangling the shit out of skins. I felt bad enough while applying the basic fixes, so I probably won't go any further.

Compatibility issues always cheer me up. 
 
Liking the update so far. I think the bevel works well on the GL. 
Fitting Model Boundary's 
After days of tinkering in MAx3d I begin to remember what it was to import a quake1 model.

One is to find the right dxf exporter with quads.
HDXFEXP Export PlugIn
Designed (X) 1999 by hab.

Then after boning the model it seems as if the attachment won't bring up an animating scene.
The bones animate, the model also, but the animation bar won't respond.
It seems I can't make keyframes odf the imported mesh.

So I'm saving every frame for free, which is a rather long way for a pose.

But yes, I can add new models to an excisting original.
stupid ogre 
Dents OK? 
http://images.imgur.com/3nldAfK.png

Ironically, I spend 90% of my time tweaking things that 90% of people will never see (this is a FOV 110 screenshot). 
Dude... This Looks Fantastic! 
Now someone should increase brush count on all vanilla maps. 
 
Just wondering if there is any updates coming on mods or anything, that shotgun looks like it should fit in quite nicely mega/super super shotgun. I'm not saying that ad mod's version isn't good or anything, but feels a bit out of place. It's interesting to know that many of those guns were actually scanned, and they scanned mostly toys when id was working on gun models, so I can't say is that the most professional way to do it.. but I guess that can make quite unique guns. 
 
I think I preferred the symmetrical one. Actually I thought you were pretty much down with the models, I've been using them! 
 
I'm mostly doing compatibility tweaks now, but sometimes I see less under-the-hood things I'm not entirely happy with, so I change them as well. 
Fucking Lol 
 
I Love Game 
 
"boning The Model" 
I laughed. Sorry. I have a dirty mind. 
 
you need boned
 
Heh heh! Is that the same skeleton (recolored, it seems) that's in your Veni Vidi Fuzzi map? 
Snowflakes 
Static entity of 124 snowflakes on a 512x512 dimension.
Still a small glitch, but if I succeed to break the symetric patron
it could have a flakey environement.

Flakes are 8vert/12tris, the demo model of qmle.
Now there are 21 frames but it could vary to more.
If I lower it to half I could dazzle 248.
Hey Shambler
 
I'm afraid it will break when interpolation is enabled. First and last frame will do a weird interpolation, but I may be wrong. 
 
you could solve the rain lerping upwards for one frame by having the drop go to zero scale the frame before and after the upwards lerp.

-metlslime, general abuse thread

nice test, madfox. is it necessary for the flakes to be models or could they be sprites? 
#1426 
That sounds like black magic... but I like this attitude. 
Blizzard 
My first test was with a sprite, but as I haven't fixed the viewframe with it, it keeps turning.
When it are models of a small size it's easy to fill up 124 of them or even more. Only bad is animating as the lot gets me dazzled.

Strange falling startframe without framegroups.

in game 
Flakes 
I made the flakes smaller so the amount is larger. There's that strangle sizzle in the animation, as if the interpolation slides along the stroll. It makes no difference if I use framegroups or not.
So far I'm glad with the result.

Now I bit of turbulence. 
Are Those QC Or Engine Mod? 
Because the uniformity isn't great (I know it's only a test). And the white colour doesn't suit the quake aesthetic at all. It would probably work on a whole new palette / texture set though.

http://www.howtogeek.com/wp-content/uploads/gg/up/sshot4d2ab8c3eb126.jpg

The concept is interesting to me, I'm fairly sure particle effects would look nicer though. And would maybe be more "quakey". 
Snowflakes In #1428 And 1429... 
.. are a little bit too organized IMHO.
This would need a little bit more of randomness to show up like real snow fall... anyway...
Good try ! Keep it up ! 
Qc 
It's a static entity of 90 frames and caused by a qc-file. Result is a coloured skin I added, but my main concern is the interpolation.

I know it's been a point in earlier statics I made, but the ignorant collapsing of the first frame destroys the view of it.
It seems to make no difference if I framegroup or not, the first frame keeps on falling back.

They are surely too orginized, but I have to take a little care with the amount of triangles. They now are on 1525verts/1830tris.
So it's more a case of seeing the engine can handle the lots of flakes.

Particle effects would look better, but imagine, this static entity carries 305 flakes.
If it would be individual ones 305 entities would be needed. Now they're closed in as one. 
Madfox 
Just an another stupid idea how to make it more optimal.. would it be possible to make circle raycast check or something, from player to some range.. increasing range more and more, grouping snowflakes and giving them different alpha values.. or just making them much smaller until they dissapear from player's view.. after all player wouldn't notice that if done right. But that should make it much faster I believe.

Hopefully you get the point, sorry my terrible English skills. 
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