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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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Puf Statics 
my own cell generator.

http://members.home.nl/gimli/plug.gif 
 
Ahaha, awesome! 
Skip For Models? 
The idea just came up to me if it would be possible to use skip on model.mdl files?
The way it is done with mapping is clear to me. 
How About... 
just delete the triangle if you don't want it to be rendered. 
 
models and BSPs are totally different. i don't think there's any way to reconcile the two systems.

but metl's right, deleting the triangles is the only way to make faces not appear.
Quoth had (iirc) 3 seperate models for the polyp stealth activation where Kell went and deleted successively more and more tris. 
Greebles 
Yes, I was suspecting something like that.

I understand deleting the triangle creates an opening, but there's no way to make it look transparent, than by texturing a blooming surface. 
Ah 
Gradual transparency.

I don't think there exists a method for that in Quake, although DP has some stuff that does it. 
Spritely 
I was gonna ask some advice on using sprites in quake but instead I'm just gonna moan. Fitzquake really spoils you with it's proper support for sprites. I had a model-sprite combination working beautifully in fitz, and then tested it in a few classic engines just to be sure. GLquake doesn't support "facing upright" sprites and just uses the facing code. Winquake is equally unsupportive in a different direction, shrinking the unusually large sprite down to about half the desired size.

I'm pretty much betting that there is nothing that can be done but if anyone knows a fix for one or the other it's gladly heard. Otherwise back to the drawing board... 
Also 
the sprite offset stuff doesn't work at all in DP, so make sure, if your sprites animate, that they are centered in the image. 
Model Of The ... Er ... Quarter I Guess 
So yeah, not really putting out a model every week. Which isn't to say I've not been making them at that kinda rate. But I've made a few that I don't think are worth releasing, or are ready for show just yet, and had that tree project which got eaten up by technical hitches. After that I started making a series of models in a theme, more about that later.

Today though I took inspiration from the explosion effects in TF2 and tried my hand at making a particle effect, which was good practice in using all the gmax animation controls I'd learnt about for the aborted models above.
http://www.btinternet.com/~chapterhonour/embers.zip

The file contains the model and a quick test mod plus full details on how it works, but give it a quick spin and let me know what you think.

So back to the series of models I mentioned at the top. I was thinking if the best way to handle a pack like that would be to post individual models here as soon as they are working - beta quality if you like. Then I can tweak them based on any feedback offered and release the pack with all the refined versions at the end. Sound alright? 
Great Sparks! 
I noticed them only with the GL, but as closer to the wall the appearance get better.
This way it's easier to add emitters like the extra-mod.

Are you making a new pakfile with monsters like I did in The Hangar? 
Gomjabber 
Stop, Grenadetime 
Are you use you don't mean the Rocket Launcher, the mod uses stock effects on the grenade! I'm not working on any new monsters right now, mostly my new models are mapobjects (and now special effects) that other people might want to incorporate into maps. Expect a few more particle systems soon because they're quite fun to make! 
 
meant to comment earlier but forgot.

the effect looks quite good. hexen2 has a few good examples of ways to make effects out of models too, if you are looking for inspiration. 
Super-duper-multishotgun 
Got the idea from ne_ruins mod, and blocked some models. Im not really sure how to setup a camera to simulate 1st person view.

http://i.imgur.com/p091p.jpg
http://i.imgur.com/qlPcq.jpg

One is just random, and another one based on this concept http://gamersblock.net/gamefluid/wp-content/uploads/2011/05/shotgun2a_001.jpg 
 
those are pretty cool man... should try to get them skinned and such.

for positioning, just grab one of the regular gun models and export it as a dxf file. then, in your editing software, just import the dxf and match your gun to it and then get rid of it when you've got the right position. 
Well 
something like this
http://i.imgur.com/MgS2q.jpg 
Nice One 
Time for an all-shotgun Quake with single- up to eight-barreled shotguns. 
 
pretty cool, relatively hi-poly for Quake though. Compare to vanilla shotguns. 
Really Quick Hackjob 
but wizmet never fails
http://i.imgur.com/HSHTZ.jpg 
 
tripple ss is ~760 poly 
#145 
i want one!!! 
@ 147 
I fight you for it!

That looks great. 
Lightmill 
A scrag is only about 150 tris :) 
 
You don't make small maps with 200 r_speeds only because id's levels are like that. 
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