Yeah!
#6 posted by mfx on 2014/05/04 19:47:13
Congratulation and thank you!
That tutorial is awesome indeed!
Sweet
#7 posted by ericw on 2014/05/04 20:23:34
excited to check it out :)
Sweet
#8 posted by RickyT33 on 2014/05/04 20:29:17
Nice work!
WOOT!!!
#9 posted by generic on 2014/05/04 21:39:37
Awesome Sauce.
#10 posted by biff_debris. on 2014/05/04 21:57:06
Getting now -- know what I'll be doing this evening ;D
Awesome Sauce, Cont.
#11 posted by biff_debris. on 2014/05/04 22:07:14
Is the external models stuff recent or something Quoth has always had? If so, I've been a cludge for some time, now...
Hell Yeah
#12 posted by skacky on 2014/05/04 22:53:30
Info_gug_seismometer
#13 posted by necros on 2014/05/04 23:16:00
this is cool!
External Models
#14 posted by Preach on 2014/05/04 23:19:26
That feature got added in 2.0, but it wasn't well documented at the time. I think there are some rotating entities which show the feature off in e1m5quotha (rotating entities benefit a lot from the feature).
It's interesting to see how the tutorial has got as much traffic in the past 12 hours as the main Quoth page. So it's certainly helped promote that side of things!
Omg Thanks
#15 posted by Trinca on 2014/05/04 23:45:04
will check it later
If Only...
Quoth included the fixed up dog model that was created by capnbubs (and I'd say the nicer player model and soldier model), plus I would also prefer slapmaps plasma gun to replace the dildo cannon.
All in all though it's nice to see Quoth get continued support.
Quoth Page
#17 posted by biff_debris. on 2014/05/05 02:51:25
Kudos in general on it Preach, especially the tutorial, which I am sure to be revisiting innumerable times in the future.
#18 posted by dwere on 2014/05/05 11:53:50
That fixed player model has a weird face. The dog is very nice though. If I'm not mistaking them for some other replacement models.
I'm only waiting for the glitchy fullbrights to be fixed, because it's a little inappropriate for a project of such significance.
Thank You A Lot
#19 posted by Cocerello on 2014/05/05 13:11:52
for both the release and the tutorial.
For 2.3, you could please put a melee air monster, to complete the bestiary.
I wish I had the first clue about making models (I can do textures, just models I'm not sure about)... anyone got any good advice or tute's on making quake 1 models?
I love the fixed player model, face seems great toe me. My only gripe is the pockets on his ass are a little big. ;)
#21 posted by anonymous user on 2014/05/06 00:04:02
anyone got any good advice or tute's on making quake 1 models?
http://tomeofpreach.wordpress.com/category/modelling/
And:
#22 posted by anonymous user on 2014/05/06 00:05:43
Qexpo Tutorial And Overriding Models
#23 posted by Preach on 2014/05/06 00:54:17
I've just finished working my way through the qexpo tutorial adding some annotations on the things I think are out-of-date in there. So a great time to check it out!
On new models: Quoth takes a very softly-softly approach on new models. Some people like the replacement skins they've installed for models, others are religiously devoted to the originals. So we try not to mess with anything that isn't needed for functionality. On that note a quick detour into one feature set:
One of the things I did for 2.2 was go back and recreate all the "combined weapon models" to make them more true to the original v_weps. The 2.0 versions were a bit sloppy in places which may have discouraged use of the feature. The new ones are interpolation friendly, power-of-2 skin size, and have front-back skin maps so QME still handles them correctly. I think they top the originals.
Now, the pains taken to not change a single pixel on the skin but only move some triangles about does make it easier to adapt a replacement skin to these new models - it's just a cut and paste job. However, that's not automatic. If a map turns on the combined weapon models then custom skins for the originals have been disabled. Didn't we say that was bad?
Enter the scratch1 cvar. Setting this cvar gives you veto rights over the way a map uses combined models. If you set "scratch1 1", then even if the map requests combined models you get the uncombined versions. Usually the mapper would do this if they are close to the model limit, so it's recommended to only do this if your engine has increased limits.
Conversely, set "scratch1 2" and even if the map doesn't set any combined model flags, you get all the combined models! This is intended for testing purposes, but if you really like the .mdl ammo packs and the new combined vweapon models you can force them always on. Why not use the new quoth.cfg to set this up? You know you want to...
Lost No More...
#24 posted by Preach on 2014/05/06 01:14:08
Sorry for the double-post, but here's a little bonus for the func_ crew. I've repackaged some Quoth maps from before there was Quoth - it's The Lost Chapters!
http://www.quaketastic.com/files/single_player/maps/chapters-pak.zip
As usual, save the pak to your hard disk then drag-and-drop onto launch.bat to play. This was surprisingly easy to port - all the necessary changes stemmed from renaming the hub to chapters.bsp.
Md3 To Mdl
I thought there was a way to make direct to mdl using blender??
Preach
#26 posted by Barnak on 2014/05/06 18:11:03
dude, using the console, I'm unable to launch half the maps from your pack :
chapter_secret,
chapter_esw,
chapter_ionous,
chapter_necros,
chapter_finale.
I can launch the other maps (using the console), while in the usual Quoth default start map. So WTF ?
And why are these superb maps (kell, vondur, zwei) not part of the official Quoth distribution ? There's only one map in Quoth ! W-T-F !?
Doh !
#27 posted by Barnak on 2014/05/06 18:24:02
Renaming the chapters.pak to pak4.pak solved the issue. But what the hell with the name !? And I lost the path to the default Quoth start map and its nice default level. What gives ?
#28 posted by necros on 2014/05/06 18:29:18
you mean the hub map? preach says he renamed it to chapters.bsp
Launcher
#29 posted by Preach on 2014/05/06 21:23:30
Yeah, the pak's meant for the launcher, if you drag and drop it on launch.bat (new in 2.2!) then it "installs" the pak and loads the hub for you. You can do it the manual way as you saw, but you need to know one trick: the name of the pak tells you the name of the map to run.
PS: If anyone else would like to have their map added to the map paks page give me a shout. The 9 which are up there were maps that tested the feature best as they came with lots of added resources, but I'll add Chapters and any others people want to include in a "second wave" sometime soon.
Info_multispawn
#30 posted by mechtech on 2014/05/12 05:17:28
Now that it's able to "spawn awake". I tied it to func_rotate_train. Set targetname to the train and targetname2 to activate. Works!! I can move the spawning along the train route. Might be helpful for arena settings.
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