More Interviews
#174 posted by
Spirit on 2008/08/24 18:50:47
Hmm
#175 posted by
nonentity on 2008/08/24 22:14:58
women/ports;
Flashy and full of holes.
Is It Sad
#177 posted by
necros on 2008/08/25 05:33:32
that i was expecting "covered in bees"? o.o
Hmm
#178 posted by
nonentity on 2008/08/26 19:09:53
Easy but a little bit simple?
Hmm
#180 posted by
nonentity on 2008/08/26 23:25:17
Disorganised but complex?
You are bad at this game. You need to use more women... um... I mean editors.
(the nonentity would like to make it clear that neither they, nor anyone affiliated with them, supports the practise of manipulating women with evile intent. Just brushes)
You Know....
#181 posted by Jehar on 2008/08/28 01:06:25
The #qexpo irc channel *is* up and active over on anynet...
The Quake Band
#182 posted by jdhack on 2008/08/28 10:35:59
I put on Madfox's tune & had each of neg!ke's creations in a browser tab. Flipping from one to the other was like watching some bad alien music video ... or the Muppet Show.
Nearly busted a spleen. Classic!
6 More Interviews
#183 posted by
Spirit on 2008/08/28 18:55:00
more interviews
http://qexpo.tastyspleen.net/booth.php?id=122&page=223
ORL, Pope, RickyT23, Scampie, Trinca, Zwiffle
Jdhack
#184 posted by
madfox on 2008/08/28 19:27:03
hope you liked the tune...neg!ke was only scrubbing his pronouncion mark.
may I call you djhack in future?
Note
#185 posted by
- on 2008/08/28 21:41:06
My interview is the best thing in the Q1 community.
I Dunno
#186 posted by
Zwiffle on 2008/08/28 21:52:22
I thought that one unfinished map Madfox did was pretty good too.
Ah...
#188 posted by
madfox on 2008/08/29 17:39:29
you ment the upcoming level.
is there a Doom Q1 monster convertion already?
Tronyn
#189 posted by
madfox on 2008/08/29 18:20:46
#160- I wondered which Doom monster you call "pinky"?
Madfox
#191 posted by
necros on 2008/08/29 19:32:13
i noticed you had the baron of hell on your site...
have you converted that one already? i remember trying to convert those monsters years ago and ran into a problem where they had too many vertices (i had preserved the md2 skinning by splitting up the mesh)
i'm guessing you kept the mesh intact and reskinned them?
Did ID Release 3D Versions
#192 posted by
Text_Fish on 2008/08/29 20:33:34
of the Doom monsties, or are these conversions of fan-made models?
Right!
#193 posted by
madfox on 2008/08/29 21:12:22
thanks, Lunaran, Necros
Indeed, at this time I have the Arachnotron, the Demon (or "Pinky"), and the Imp. It is not such a big job or that I do it when I'm bored.
It is quiet easy to export one of the stand poses in Qmle into a dxf one. Importing it back to a new monster gives the stand pose as base frame, so you receive a new texture skin.
In oppertunity it is possible in Qmle to match the root sector by dividing the atributes to parts, and save this dxf again.
When I open a new monster with model from base frame and import this dxf model I have the perfect texture base start for the monster.
Most of the other frames can be imported with import and exporting multiple frames.
One thing I can't overcome is the fact that some monsters have another vertice count so they are useless.
But the old quark47 can import the stand frame and make it collide as well as it can handel several verices.
Other Doom monster have the same count and they can match a full quake mdl.
Then there is the qc. My great harm... At the moment I can make them walk all three in Quake,
imported the doom sounds, but what I do, there is always one monster that doesn't die.
As if Doom wants to remind me of his Horn.
Tex_Fish
#194 posted by
madfox on 2008/08/29 21:16:16
I can't remember where, but I could download a full pack of the Doom models in md2. I think they are original, as they are three times bigger than QMLE could fit. If you want them...
No Thanks
#195 posted by
Text_Fish on 2008/08/29 21:33:05
I was just curious, what with the original Doom monsties being sprites. Guess they were probably recorded from 3D renders or something though.
Doom Monsters
#196 posted by
necros on 2008/08/29 22:24:49
the originals were either hand drawn or stop-frame captured (in the case of the spider mastermind, i think the legs were).
the death animations for the doom md2 models have different vertices because they are different models. because of the way some of the monsters die (like the mancubus or cacodemon), there are extra pieces that appear only during death.
you'd have to make two seperate quake mdls, one for normal and one for death and in the qc, actually swap from the normal to death models before playing the animation.
#197 posted by
madfox on 2008/08/29 23:09:49
the imp squeezes bloodtraces, that is one with an extra mdl, causing a higher vertice count.
But in quake there is also a way for bloodtraces?
http://members.home.nl/gimli/imp.jpg