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Cool QTest1 Skins 
Thanks! 
I've Been There Before... 
check out his whole site, he has tons of weird game concepts and sketches:

http://androidarts.com/

Plus a bunch related to old 8-bit games with his own take on the character designs:

http://androidarts.com/misc_games.htm 
 
i really like this paintover: http://androidarts.com/kawaiik/quake_fiend_2010_edit.jpg

i always felt that angular bit at the bottom of the fiend's jaw was part of how the monster looked and not just the low polygons.
sadly, most hi res models or drawings of the fiend smooth out the jaw and make it round. it looks so much more badass this way instead. ^_^ 
 
I much prefer the angular jaw too :)

And the more I look at it, the less sure I am that it is Prometheus, but instead I think it is someone whose work just looks a lot like Prometheus'. :( Can anyone verify? 
Yeah Same Person \o/ 
Great Cartoon Art! 
I got so passionated seeing his drawings, I modelled a new Q1 Serpent on trace of his skinfile. 
Yeah 
His stuff is great.

I like his concept of a Quake RTS (if that's what it is - don't remember well enough) with all the different factions.

Would be very hard to make though, imagine all the tough decisions to balance such a wide array and type of races. 
Quake3 Player Models 
are there are sites where they still host all the q3 player models around? would be cool to find some authors who wouldn't mind them being converted to q1... 
Necros 
not that I know of. But if you can download the pk3s via google, they should have the txt files with hopefully still active email addresses. 
Old Polycount Stuff 
 
thanks although without any screenshots, it'll be a long time getting through that list. maybe too long, lol. :P
i suppose i could just get every one of them and load them all up in q3 at once. o.o 
Good Site Spirit! 
I was really fond of Abe from OddWorld.
So I pasted it back to Quake1, can be a good laugh to see them ingame!

http://members.home.nl/gimli/q3q1abe.jpg 
Dragonite 
I tried the Dragonite also, but Q3 models tend to have many vertices.

http://members.home.nl/gimli/dragonit.jpg 
Abe 
Like fragging jarjar blinks. Just be sure to include a quad and rl. 
Argh! Help! 
You like php and sqlite? And Quake? I could really use some competent help with Quaddicted.com 
Necros 
what sort of models are you after? I have quite a few and can point you in the right direction.

For example, assuming you want these for quake, the Darkknight, Grimdemon and Magdalena models would fit right in and they have multiple skins you could try. 
Nitin 
what sort of models are you after?

quality ones, really. :P i dumped a handful at a time into the baseq3 folder and just cycle through them in the player setup and most of them are pretty bad or outright unusable (usually they are characters from a show or something).

but the three you mentioned are really cool and the dark knight in particular could make a nice hknight/knight variant (especially with the banners on his back).

if you know which ones are good, off the top of your head, that would be helpful. :) 
 
Thanks Spirit :) 
 
Hmmm 
after thinking about it.... it's maybe not such a great idea.

most of these would need to be re-animated anyway, and animating a split mesh is incredibly annoying because getting vertex weights down is a pain. you always forget one pair. :P

maybe q2 models instead... might be interesting to do a tech monsters vs demons or something. 
Irresistible, I Know.., 
It's hard to minimize down the triangles to Q1 standards. I searched for something to compare dxf or 3ds files, but recompiling seemed to be the only way. And it's rather timeconsuming.

1200tris-1800verts stays the limit, but some models keep that range. 
Necros 
yeah I thought those three would take your fancy :)

If you're still keen on the idea, let me know and I will go through my q3 models and skins. 
Nah 
i think i will scrap that idea for now. it seems to me to be way too much work for the results. :S

thanks though. :) 
Abe.., 
get me out of here! 
Necros 
one other thing, not all q3 models necessarily have 3 separate meshes. For more flexibility of animation, some modellers have 1 mesh and 2 hidden meshes inside the big mesh. That could solve some of your problems. 
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