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Quake Models Are Shit ! 
 
Who Is That Anonymous Shitmodel? 
Sorry, wrong beef thread. 
#31061 
Tell us something new.

Odd thing is, shitty as they are, they fit *perfectly* with the mood and setting of the game they’re in. So, ironically, they being shitty is exactly what makes them perfect. 
Ever Thought Of The Idea 
that how more minimalistic a model is, how harder it is to obtain a decent appearance? 
 
Not all Q1 models are crap. Models such as the death knight, the enforcer, the vore, and the scrag aged pretty great.

Stuff like the shambler and the ogre is a blockyfest. And that's not due to being low poly, but due to poor topology. I've optimized the polygons in most of the game's weapons, and found lots of pointless triangles. In many Q1 models it's actually possible to get a better visual quality using less triangles.

The shambler was one of the very first models created for the game, so Kevin Cloud clearly improved his work on the later models. 
Finland Won Hockey World Championship Just Now! 
TORILLA TAVATAAN! 
#31070 
I wasn't aware Cloud did the models for quake. I wonder if he did some of the models for Doom3 as well... 
QuakeEd For MacOS 1.0.1 
There is a new release of QuakeEd for MacOS, available here:

http://www.quaketastic.com/files/QuakeEd_MacOS/QuakeEd_1.0.1.zip

Quite a few things have changed:

- QuakeEd now targets MacOS 10.7 (Lion), instead of the latest available.
- The qbsp, light and vis command-line tools are now included in the package, and ready to use.
- A bug related to scrolling in the top-down (XY) view and the Z view has been fixed; both views now scroll as expected.
- Another bug related to pop up menus not appearing next to the selectors in the XY and Z views at their bottom right corner has also been fixed.
- Quake_OSX (the game engine) is now included for the user to test maps generated by the tool. NOTE: Quake_OSX targets 10.11 (El Capitan), due to it being a Swift application.

Instructions for setup, BSP generation and some other stuff are now included in the package in a readme.md file.

Let me know what do you find with this new iteration of the tool. Have fun mapping! 
Whoa Whoa Whoa... 
From https://www.nvidia.com/en-us/geforce/news/quake-ii-rtx-june-6-release-date/ :

“... high ray tracing workloads necessitate the use of RT Cores, and Quake II RTX has the highest workloads of any ray-traced game released to date.”

WAT 
Sounds Right To Me 
Most games only implement a small amount of real time lighting rather than do full ray tracing 
Not Gonna Lie... 
I'm a lot more excited for Quake II RTX than the other games released so far! xD 
 
Hopefully someone will backport the path tracing from Q2RTX back into Q1.

Well, that someone will most likely be Spike. LordHavoc would be my other bet, but I don't know how active he's been. 
Killpixel 
Interview with id's Kevin Cloud
I’m not moving more towards modeling. I created all the models for Quake and did quite a few models in Quake II. My skills improved quite a bit between the two projects, but I still need to get much better at it.

So, yeah, he admits that he was a newbie modeler at the time, and stopped modeling after Q2.

His work on Quake clearly reflects how much his skills improved from the beginning to the end of development, but I guess there was no time to redo the first models before releasing the game. 
 
that someone will most likely be Spike
my 750ti gpu is unable to use that stuff, and due to all the driver issues I'm unlikely to go with nvidia next time I upgrade.

that said, meag expressed an interest (read: ezquake) 
Mankrip 
ah, nice interview. thanks for the link! 
 
I'm enjoying everyone's maps. Everyone here is a good mapper in my experience, despite the beef or what others might say to the contrary.

Wraith looks awesome and I'm looking forward to it.

Thanks to all the coders/modders, maintainers, mappers, and all of the people creating good stuff to keep me entertained and inspired. 
Yay 
I agree. 
Uh-oh 
I did not intend for a flamewar to start about which models were terrible etc. These were early times and not much had been done in the history of real-time 3D so a lot was open to interpretation and learning as you go along.

Now that being stated, some of the models in HeXen II are ridiculously detailed, like the two trees right at the start, the sheep, and some of the multi-legged enemies. I never considered it growing up, but replaying it now to look at how they did stuff, it has some rather PS2-era levels of detail for environmental models. I guess it's why the maps otherwise were so sparsely detailed. 
 
I really miss the early 2000s website designs. PHP forums, PlanetQuake, the id Software website before being sold to Bethesda, etc.

Everything looked so good, with lots of detailed art put into their designs. Some phpBB forums looked almost like custom Winamp skins.

Nowadays it's all so flat. 
6 posts not shown on this page because they were spam
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