
Hmm...
#3078 posted by
metlslime on 2006/05/21 01:20:28
Why are his legs so short? It looks like they've been amputated at the knees.

Little Secret . . .
#3079 posted by
HeadThump on 2006/05/21 01:28:51
model needs to be adjusted up about 16 units to fall square with the floor. Blender to Quake ratios and orientation is a bit skewered.

Oh..
#3080 posted by
metlslime on 2006/05/21 02:30:16
Actually there might be less to it than that. The quakec for the grunt assumes a certain origin point within the bounding box. I think it's 24 units above the floor. So if you export a model where the feet are more than 24 units below the origin, they will be in the floor.

Thanks,
#3081 posted by
HeadThump on 2006/05/21 09:51:08
Adjusting the QC bounds instead of manually lifting each frame of the model does sound like a less tasking solution.

Qme3
#3082 posted by
necros on 2006/05/21 12:04:33
can do translations, rotations and resizing over all frames in a model

Headthump:
#3083 posted by
metlslime on 2006/05/21 12:20:20
actually that's not a good idea becuase quake can only do collision for three predefined entity sizes.

It Also Occurred To Me
#3084 posted by
HeadThump on 2006/05/21 13:17:40
that the model would no longer be useful as a replacement model if I relied on QC changes (I'll change that head though, only the player model gets the cool goatee). I'll just suck it up and move them around manually in Quark. QmE cries like a little girl when I try to import these models, but with Quark I simply take an md3 version of the model built with Nepherno's tool and convert to .mdl.
My basic design concept, and AquiRe has been helping to hash out things, is to do frame by frame replacement models, and then tag in frames and materials that are specific to the mod. I wont try to replace the entire monster content, but only those that are useful to the mod, and frankly some of the add ons have more interesting creatures. So you are more likely to see a new wraith or scourge
in Symbiote, but no tarbabies (unless I think of a way to nasty them up a notch).

What?
#3085 posted by
bal on 2006/05/21 14:06:35
Tarbabies are already the nastiest monsters in quake!

Yeap,
#3086 posted by
HeadThump on 2006/05/21 14:33:04
so many players hate the tarbabies that I would only want to replace them if I can think of something that they would hate even worse.

Qme Is The Way
#3087 posted by
Preach on 2006/05/21 16:01:50
Are you sure you can't load those models in QMe after you've used quark to convert them? It's pretty much what I do for quake models, and I've not found ones that'll load into quake but not qme...with one possible exception. If your models appear to load into qme, but aren't visible in the model screen, and cause 'fatal exceptions' when you try tilting the view, it can be a problem with skin vertices out of bounds. It can even happen if you model has a correct skin, but with some vertices right at the edge of the skin.

I Managed To Skin
#3088 posted by
HeadThump on 2006/05/21 18:11:54
the flachette with Qme, but so far no luck with the other models. I like the vertex painting feature. The ghoul, player and wasp models I have had no success getting them into Qme. However, my attempts have been from MDL to Qme, and MDL does seem to shift the origin point on the models (which is why I use Quark now.) I'll see how they do with the Quark conversions.

Well, Why Not
#3089 posted by s.p.d! on 2006/05/25 16:46:56

Scary Monsters & Supa Creeps
#3090 posted by
HeadThump on 2006/05/26 20:07:31
These are some monsters I have been working on this week end. They are more low polygon oriented than previous models. It's just easier to build skeleton animations around the low poly structures and then add in detail as needed. I'll likely have seperate packs for low and high polygon models.
This is the Spectre, a replacement for the Wraith from the Disolution of Eternity (DOE)episode.
http://img89.imageshack.us/img89/7497/spectre28xn.jpg
This is a scourge model to take the place of its namesake from the God awesome Sourge of Armagon episode.
http://img138.imageshack.us/img138/1516/scourge8cu.jpg
This is a replacement for the tarbaby. Yeah, I remember what I said last week ;)
http://img162.imageshack.us/img162/4897/mite6ca.jpg
This is a wild, undead boar who'll stand in for the fiend.
http://img99.imageshack.us/img99/4016/boar2jg.jpg
and a substitute for the Rouge pack (DOE) eel.
http://img99.imageshack.us/img99/9066/eel7tm.jpg

Replacing The Fiend?
#3091 posted by Tron on 2006/05/27 02:51:07
NOOOOOOOOOOOOOOOO!

I Suppose I Could Keep
#3092 posted by
HeadThump on 2006/05/27 08:38:08
that spine ripper, but he is getting dreadlocks!

Boars
#3093 posted by
bambuz on 2006/05/27 10:58:20
don't have much of a neck.

Somebody Noticed!
#3095 posted by
HeadThump on 2006/05/27 13:07:52
I thought it would be wrong not to include it.
This is the pic I based it on.
http://www.swla.co.uk/SWLAmembers/meadh/Mead_wild_boar.JPG
My boar's cock is smaller, but I figure it is pretty difficult to get a full on chubby when you are undead. Hmm, how do vampire's do it, not having a blood flow and everything?
Bambuz, you are spot on right. I eliminated the line between the front blade and the shoulder and lifted it up to create a proper dorsal to correct that problem.

Pfft.
#3097 posted by
Text_Fish on 2006/05/28 16:20:30
That's just unrealistic Kell. Where are the barrels?
#3098 posted by spd on 2006/05/28 16:58:40
HeadThump: why have crappy replacements?

Hmmm . . .
#3099 posted by
HeadThump on 2006/05/28 18:06:12
HeadThump: why have crappy replacements?
1) The models primary function is not to be replacements but are to be the building blocks of an entirely new game with a Quake like sensibilaty. QuakeC coders over on Inside3d have been developing physics, mathematic, UI and AI libraries. I would like to use these as a modder, but frankly, a lot of players get pissed if you mess around with the game basics so it is best to start from scratch. That is one reason for the models.
I have pretty detailed plans for several episodes in a story arch concerning undead immortal rivals vying for world domination, and the human mercenaries who do their bidding. Locales include Venice, Marrakesh, Port au Prince and Baja California.
A few summers ago, I collected hundreds of photos and documents on these locations,for what was intended to be a Deus Ex mod. However, since then the idea has evolved into its present form. I prefer to develop this on a non proprietory engine like the Quake engine where anyone who is interested will be able to play it, instead of the game being limited to those who own copies of either Quake or Deus Ex.
2) To have any change of these ideas coming into fruition, I'm taking a holistic approach. I put together all the material as quickly as I can, and then I can fine tune the models, sounds, fx, code and etc. as I go along.
I'll be the first to admit, the quality varies. The boar looks like shit, and the eel looks like total shit, but the scourge I think is pretty good. The spectre needs tweaking, but I like my overall design for it.
Why would I show these in there present Alpha stage forms? I'm trying to encourage as much criticism as possible. It really helps to have
Bal or Lunaran, real seasoned pros pick these apart.

Personally
#3100 posted by
Text_Fish on 2006/05/28 19:10:41
I think it will be extremely difficult to replicate the 'Quake like sensibility' in real-world locations.

Oh, And
#3102 posted by
necros on 2006/05/28 19:34:22
the third shot has too much bloom effect!