|
Posted by Kell on 2004/03/27 11:21:33 |
since there's been some discussion of custom monsters, both old and new, I thought I'd share these ideas I've had pulsing in my cerebelum for some time. Depending on my current mapping projects, I'd like to try modelling these sometime in the near future, but I'll pitch the design briefs here and let you foul creatures leer at them... |
|
|
Oops, I Mean
#175 posted by madfox on 2007/12/24 17:52:12
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 The right forearm has been replaced by a long pointed shock rod.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
Shut The Fuh Up.
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 ;)
Out, Heretic, Out
#184 posted by ijed on 2010/04/26 00:58:22
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?
BTW: nice link to that modeling help indeed, thanks again :)
Depends Which Limit
#189 posted by ijed on 2010/05/07 04:04:17
480 height is the limit for a texture and engines tend to crash with non-power of 2 textures. Although all the id1 tex's are non power of two, its worth bearing in mind if a mesh crashes the thing and you don't know why.
Frames limit is 256 - any more than that and you'll need to split the Qc file, although thats the advanced class.
I don't think there's a limit on polys, but there probably will be. Haven't tried hirez.
What Exactly Is The The Limit For A Model?
#190 posted by madfox on 2010/05/07 05:31:35
The Sky.
Read Binairies.
CONSTANTS
Maximum number of triangles: 2048
Maximum number of vertices: 1024
Maximum number of texture coordinates: 1024
Maximum number of frames: 256
Number of precalculated normal vectors: 162
#191 posted by necros on 2010/05/07 06:20:42
it should be noted that in stock glquake, i believe max triangles is 1000? or something really low (even though dos/winquake have the limits madfox posted).
i believe most (all?) modern engines based on glquake have upped the limit to match software quake.
also, non-power-of-2 skin crashing an engine sounds like bs to me. that would make the engine crash whenever it tried to run the game since all the skins in stock quake are non-power-of-2. it might have been that weird bug with the top corner pixel colour or something, although that usually just makes the whole skin black.
#192 posted by ijed on 2010/05/07 15:05:41
Although all the id1 tex's are non power of two, its worth bearing in mind if a mesh crashes the thing and you don't know why.
I've seen a crash from bad skin size and I don't know why. Playing safe I've fixed it in the past by making the skin a power or 2.
Not A Coder
#193 posted by nitin on 2010/05/07 15:06:55
but isnt that only if you tried to use voodoo cards and minigl or whatever it was called.
When I read/watch general low-poly character tutorials online, I see the artist work with quads and they only split the quad in triangles at the joints for proper mesh bending.
However, Quake 1 models can only have triangles, right? No quad polygons. I remember reading that somewhere and every original Q1 model I've observed in Qme, is triangular all the way.
Well
#195 posted by ijed on 2010/05/08 01:42:13
Quads are only a visual thing anyway - in reality they're still split into triangles, you just don't see it.
But yeah, triangles only. Since there's so few polys you'll need the extra control anyway to get the precise dimensions right.
Wait A Minute...
"in reality they're still split into triangles, you just don't see it. "
If I read that statement above, I'd think I don't have to manually split the quads into triangles...
However, I've done an experiment with a simple object that only had quads and loaded it into Qme. Qme would then split the quads into triangles, but it did so by cutting/deleting the quad poly into half :)
I Forgot To Mention
Forgot to add that in the Preach Quake Expo tutorial (day 2:
http://www.quakeexpo.com/booth.php?id=32&page=91)
he doesn't mention triangles at all (or I've missed it) and gets a default object in quake. Yet the weapon model in the same tutorial (day 3), is all triangles again...
Perhaps the md3 export already took care of the quads or gmax and blender work differently in that regard?
I'll figure it out. Perhaps I'll just model with quad loops first as in a great low-poly tut I found and then later fix it to be triangles and lower-res. On the other hand, I also observed a female .md2 model in Qme and I'm amazed how efficient that was done. You can clearly see how it's NOT just extruded loops. Instead, every part of the model is carefully optimized in triads in a very specific manner. For instance, there's some lower detail on certain parts, like the arms, but the vertices are moved around just right so that the shoulder and/or forearm still has necessary accents. The poly's that are saved this way are used to make a nice female buttocks :) Man, that's so awesome! I think that must be Paul Steed who was probably already working at id at that time... what a freak!
Triangles And Low Poly Reference
#198 posted by Preach on 2010/05/08 03:28:50
The most important thing I do in gmax is to work with an "editable mesh" type object. In the modify tab you then have the option to select by face(which automatically goes down to triangles), or by polygon (which preserves the quads if the model is made of them).
That tutorial is no longer state of the art, fiddling around with Quark can be replaced with
http://www.btinternet.com/~chapterhonour/md3tomdl.zip
or the other tool I can't find a link to right now.
Also, for some great examples of low-poly work, including some helpful tips on the cheapest way to create properly deforming limbs, check out the low poly thread on polycount:
http://boards.polycount.net/showthread.php?t=41232
Ah...
Thanks for that missing link about Gmax, Preach.
Those guys at Polycount still haven't finished their main webpage... how many years is this?
BTW: you're not 'Preacher' that created the map Aerowalk, are you?
|
|
You must be logged in to post in this thread.
|
Website copyright © 2002-2024 John Fitzgibbons. All posts are copyright their respective authors.
|
|