#22449 posted by Spirit on 2013/03/17 15:57:08
I'd start collecting links to existing (and gone, check archive.org) guides first. I think keeping the resulting work under a license like the GFDL would allow to use parts from most editors' docs too (quark has nice docs, iirc).
eg http://web.archive.org/web/20080315174645/http://www.denken.com/dzone/q1mappersguide01.htm
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Someone is doing some really nice Quake model reworking at http://quakeone.com/forums/quake-mod-releases/works-progress/9573-authentic-model-improvement.html
#22450 posted by deqer on 2013/03/17 16:01:09
I'm strictly Vanilla, so, I hope our new documentation does not have vanilla mixed with non-vanilla. I think non-vanilla should have it's own separate area, perhaps called "Non-Vanilla"
I also have archives of tools from the 90s, that I suspect some of those tools can no longer be found because of the planetquake takeover.
Perhaps let's start small; start on one section first, such as "Vanilla -> Tools"
I also have an archive of skins(player skins), which appears to be bigger than the current archive of skins posted on this site or quaddicted site. About 500+ skins.
etc. etc.
Let's Move This To Its Own Thread
#22451 posted by SleepwalkR on 2013/03/17 16:26:26
I Love Those New Models
they really capture the feel of the old quake while making nice improvements, if only the really high poly stuff did the same thing. I hope the guy realises he's going to have to update all the quoth models too ;)
Lovely Pixels
#22453 posted by sock on 2013/03/18 11:40:12
Upgraded Quake monster models
Those Are Really Great
#22454 posted by czg on 2013/03/18 12:39:17
I approve.
Indeed
#22455 posted by Vondur on 2013/03/18 13:05:31
very cool, finally something not broken and not mindlessly "retectured"
Hmmm
This doesn't work in FitzQuake but it does work in DirectQ?
New Models
#22457 posted by Kinn on 2013/03/18 16:07:28
I scrutinised them in QME and I'm impressed by how well they cope with the 8-bit vertex issue. Really top notch.
New Models.
#22458 posted by Shambler on 2013/03/18 16:21:51
"Just to clarify, the reason I am working with this fairly low number of polygons is because I feel like there should be a kind of synergy between the world and the characters that inhabit it, this makes the game more compelling for me and helps to make it more immersive."
Fuck YEAH. At last a modder making sense.
I do think the dog's eyes would be nice looking more evile, but all else is spot on.
#22459 posted by JneeraZ on 2013/03/18 16:28:46
Yeah, those are great upgrades. I'm not one for high-res anything in Quake. It just looks out of place...
Brilliant Work
#22460 posted by starbuck on 2013/03/18 18:21:22
that guy nailed it. Can't wait to see more. Hopefully there is more.
So They Are .mdls
#22461 posted by nitin on 2013/03/19 02:01:13
and will work in any engine?
...
doesn't seem to work in fitz for me nitin, but they are just standard .mdl files. They seem to work in DirectQ.
#22463 posted by metlslime on 2013/03/19 19:24:13
they do work in fitzquake, i assume they would even work in dos quake, they seem to be standard format and within vertex/triangle/skin limits
Metl
did you put the files in id1/progs ?
Cause I did exactly that and for me they default to the standard models... :-/
#22465 posted by negke on 2013/03/19 20:36:00
The paks are prioritized over loose files. Put in a mod folder or as pak2.pak.
What Negke Said
#22466 posted by metlslime on 2013/03/19 20:38:44
i put them in a seperate mod folder for that reason.
Interesting, though, that DirectQ worked for you. Does that imply that its file search order is broken?
Metl
I wish I knew enough about how mods work to tell you! But sadly I only really know how level editing works. :P
Neg, I will probably make a folder as you suggest. :)
The Downside
#22468 posted by Lunaran on 2013/03/19 23:00:21
of visiting sock is that he's making me want to spend my entire three month trip to argentina mapping
Damn Dirty Pirates
#22469 posted by mechtech on 2013/03/19 23:50:27
Lun
#22470 posted by - on 2013/03/20 00:07:30
Man's gotta do what a man's gotta do
#22471 posted by - on 2013/03/20 00:08:40
and by that I mean go map
Proof?
#22472 posted by sock on 2013/03/20 00:14:56
No screenshot of mapping, no mapping has happened! :P
Pirates...
#22473 posted by quaketree on 2013/03/20 00:20:39
That guy hit the nail on the head. I started giving any new game(s) a long hard look regarding DRM several years ago and will base my purchasing decision partly on that. For many games (that I did not purchase but probably would have if the DRM scheme wasn't so odious) that is a lost sale, but of course they can't quantify that either, just like they can't quantify the costs of internet piracy.
What I can say is that even for the games that I legally own I'll usually seek out and use things like no-cd "Fixes" to bypass the DRM crap altogether.
As to SimCity 2013 and their busted game all I can do is laugh at EA\Maxis. I'll be really sure to not buy anything from them in the future without knowing ahead of time that I can 100% bypass their DRM scheme's without losing functionality.
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