Whats Up?
#163 posted by austin_emans on 2007/05/16 21:26:59
Whats Up?
#164 posted by austin_emans on 2007/05/16 21:27:21
Om On Fire
#165 posted by austin_emans on 2007/05/16 21:29:28
repersent me when i talk
Whats Up?
#166 posted by austin_emans on 2007/05/16 21:31:45
I'm Evel What's You'r Name
#167 posted by austin_emans on 2007/05/16 21:34:44
it just meens a funny way to let me out of funny would.
And Before The Toppic Runs Dry...
#168 posted by
madfox on 2007/05/18 01:46:54
Well I decided to put my own Quake1 monsters on my site:
http://members.home.nl/gimli/gimli08.htm
They are also on the ModB site bundeled as an addon:
http://customize.addondb.com/?search=true&addon=&mf=0&game=2&type=12&disp=0&date=0&order=0&desc=sort
I saw the floyd model used on Quake terminus as logo.., what will Metropolis play when he sees?
Great models you have there, Preach!
Cool
#169 posted by
ijed on 2007/05/18 19:14:42
Nice enemies Madfox, a bit disparate so I can't immediately think of how to combine them well, but some good work.
The Grrl puts me in mind of a Q2 TC / expansion - after seeing how the Infantry was used in Bastion. Maybe five or so enemies ported across -
Infantry
Bitch
Medic
Gunner
Gladiator
Could be interesting as a code project.
The Shalrath I'm not to fond of (Preach) it looks like you're going a bit insectoid in the style, whereas I prefer the shaggy netherworld creature look of the original.
The MegaEnforcer shield is excellent - you just inverted the normals I take it, clever idea.
Can't remember the thread where all the concept stuff was being posted, although I have alot of it now to go in my screensaver / reference folder.
Might put togther a creature or two and try dusting off the old anim skills.
Also
#170 posted by
ijed on 2007/05/18 19:24:06
I just ran the grrl under Quoth, so when the rocketeers turned up the grrl had rockets =)
Monster Strugglin'
#171 posted by
madfox on 2007/05/20 02:46:08
I made them as substitutes for the usual monsters in Quake, sharpened my knowledge of their behaviour. Great you can make them work in a mod.
The idea for the bat to compare the scrag was an old wish I had as I thought the dungeons of medieval quake deserved it. But it's a hard trade to see the vertices getting meshed up from a clean dxf!
Now I'm working on a tricerops-like model I saw in that "HellBoy" movie, as it has a strange attitude of the demon_fiend. I wonder if I can get that medusa head working.
Hm
#172 posted by
ijed on 2007/05/20 03:32:47
Interesting stuff - I've got a huge list of possible q1 enemies, and since they're fairly simple (8 frames for a run cycle! Less than 1000 polys!) I should get off my arse and put them together.
Quake 1
#173 posted by Chthon on 2007/12/22 03:39:46
Demon Body
Attempt
#174 posted by
madfox on 2007/12/24 17:49:31
Hmmm...
#176 posted by
distrans on 2007/12/30 05:50:00
Doing some house cleaning today and came across an email convo between Mindcrime and myself about his possible inclusion in the Travail team (March 6 2006). Mention was made of the original idea for endboss of episode 2:
The Twins are a different kettle of fish. Think two slightly up scaled Ogre's - torso, head and arms only - each is bolted to a hover platform. The Twins aren't dressed as ogres though, they look like the Enforcer's much older, angry, armoured brothers. One twin sports an SNG integrated into the end of his left arm. The right forearm has been replaced by a long pointed shock rod. The other twin's left forearm has been converted into a dual rocket launcher which delivers slightly staggered homing missiles. This one's right fist has been replaced with a buzz saw. Keep your distance and you'll cop it from their left side, get in close and feel the pain from their right. If you are still alive after they've depleted their ammunition, they will definitely close in for some face to face action.
Ah, the dreams of man...
Fuh
#177 posted by fuh on 2010/04/25 14:55:41
fuh
Perfect Monster Would Be...
#179 posted by
JPL on 2010/04/25 17:28:52
... genetic mutation in between a Shambler, a Gug and a Scragg.... though...
Zerstorer.
Was close to that. Shame you never got to fight him...
#181 posted by
necros on 2010/04/25 19:31:48
someone could re-rig him and make a monster........
Perfect Monster
#182 posted by
ijed on 2010/04/25 19:47:51
An Old One from Lovecraft's dream cycle.
Almost impossible to animate though. Most pictures of it are crap - the tentacles / feelers should be meters long...
Unfortunately...
#183 posted by
JPL on 2010/04/25 21:28:46
... Inever finished Zerstorer... maybe I should consider it ;)
I Only Made 1 Model
This one:
http://www.youtube.com/user/megalodonNL#p/u/0/-7UeYdAGjjE
I'd love to know what programs people use here that are still into quake1 modeling/animation...
There's not much info on making Q1 baddies :)
Good Model
#186 posted by
madfox on 2010/05/06 04:22:03
Looks good, although I thought its arms are unskinned.
The player looks like in deathmatch.
There are several programs for modelling in Quake. They are old but sufficient.
Each have th�ir own specifics.
Here are a few links of the programs I use.
Qmle is more for modelling
http://www.xs4all.nl/~renep/quakeme/
The Old Quark4.07 has a model studio
http://quark.sourceforge.net/
Weapon:
http://www.xs4all.nl/~renep/qmehelp/tutmyfirstmdl.htm
Binairy for Quake mdl
http://tfc.duke.free.fr/coding/mdl-specs-en.html
Preach Modelling Help (Very Good!)
http://www.quakeexpo.com/booth.php?id=32
Wally is more for texturing.
http://www.telefragged.com/wally/
Thanks for replying. I'm currently looking into Blender and already had Qme installed. It's easy to use .dxf and .mdl formats to swap files between the two programs.
Question: what exactly is the the limit for a model in a modern engine? Does anyone know?