 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
#198 posted by madfox on 2008/08/29 23:11:35
 Those Don't Look
#199 posted by Zwiffle on 2008/08/29 23:11:52
half-bad, actually.
The mastermind is a bit of weeny, tho.
 I Know
#200 posted by madfox on 2008/08/30 00:24:57
but that is the texturing thing. The textures from doom are rather flat. And it takes quiet some time to do that better in Wally.
For sofar I am only interested if I can make them excist in Quake.
And giving them a reasonable subroutine.
Or playing x time the Imp map, and half the time
they become solid and won't die!
They just won't DIE, DIE ! Stupid IMPorted actor.
 Madfox
#201 posted by RickyT33 on 2008/08/30 05:53:56
You are a genius. Seriously. I haven't got a clue what you meant, but fuck me did you mean it!
Also:
They look fucking perfect!
 One Thing
#202 posted by RickyT33 on 2008/08/30 05:55:47
http://members.home.nl/gimli/imp.j...
I think the spider-mastermind is bigger :)
#203 posted by RickyT33 on 2008/08/30 05:57:03
 It's The Little One From Doom2, Guys
#204 posted by Lunaran on 2008/08/30 08:54:33
you have played it, right?
Here's a nifty retro-article about Quake's then-ongoing development, written for Wired, by Marc Laidlaw:
http://members.chello.nl/rvlaan00/lovehtml/zeno/2_games/doom/doom3.htm
 RickyT
#205 posted by madfox on 2008/08/30 20:15:47
It's just a bunch of model property nonsense.
I think it's the perspective vieuw that mislead your scale measure.
Now I/m just playing Doom again to see how they realy were.
 Travail Interview For Those Who Are Interested
#206 posted by Baker on 2008/09/03 03:20:31
#207 posted by [Kona] on 2008/09/03 04:09:28
Oh nice interview, very detailed. You guys remembered my early involvement - yay! You know I had a big scrap left over for Trevail, it was just 2 large rooms, and one huge 3 tiered outdoor section. I should have donated it to Trevail!!! Maybe I'll still use it if I make another map one day. Here's some screenies:
http://www.electricescape.com/etherealhell/other/qtoo-trevail-scraps.jpg
So, you guys gonna do a Trevail sequel? :D I don't mind waiting another 5 years.
 *swoon*
#208 posted by RickyT33 on 2008/09/03 04:17:33
 @Kona
#209 posted by Baker on 2008/09/03 05:01:40
According to the distrans booth, "There is some hope that I will release dis_sp2: Grendel's Keep,
a prequel to Travail, sometime during QExpo2008."
http://qexpo.tastyspleen.net/booth.php?id=77
#210 posted by negke on 2008/09/03 08:50:17
Baker: Nice interview, good job. Font choice and toilet paper backdrop make it awkward to read, though.
Kona: The shots look awesome. Hope you do finish those scraps some time, or alternatively release them for other people to do. Maybe there's going to be a Travail addon... I have a fitting scrap, too.
 Baker
That's way too hard to read in that font / size.
 Kona
#212 posted by nitin on 2008/09/03 11:42:55
release that map please :)
 Distrans
#213 posted by necros on 2008/09/05 09:54:17
nice, solid screenshots up on your booth, man :) shame about the release date, but i'm sure it's worth the extra time. :)
 Grendel's Keep
#214 posted by golden_boy on 2008/09/08 05:28:36
The second screenie looks like something from Doom. The skybox definitely helps :)
I might want to play that when it's finished.
 Sagdoll Mod
#215 posted by metlslime on 2008/09/12 02:35:08
looks pretty cool:
http://qexpo.tastyspleen.net/booth.php?id=38&page=357
I'll have to try it when I get home.
 Its About Time
#216 posted by DaZ on 2008/09/12 06:21:46
actually im really surprised someone didn't do it sooner.
Looks like it needs some work, but as the guy is basicly pioneering this tech on the Quake engine I can let him off :)
From a mapping perspective, it would be quite exciting to get a full physics engine to work with in Quake, you could create some really cool traps and puzzle elements with it!
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