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Ooh. 
reskined doom monsters would be great in q1... make a supershotgun grunt, a supernailgun enforcer, mancubus could have duel SNGs, revenants and cyberdemons with rocket launchers, hellbarons could throw lava balls or the vore magic (without homing, and much faster)... MMmmm :D

the burning skull monsters would be cool too if you could get the flames working right. archviles... meh, never really liked them in Doom to begin with. 
Doom Monsters In Quake 
sounds like utopia. ;) 
Woo 
Computer parts are on the way for my dad's system. I'm gonna be able to play accelerated Quake, Quake 2, Hexen 2 and buy a buncha other games I've never played or have played on other systems:

- half life (played)
- soldier of fortune 1 (played) & maybe 2
- max payne (played on ps2)
- grand theft auto 3 (played on ps2)
- morrowind
- system shock 2 (maybe)
- kingpin

I can't think of anything else... obviously I like FPS's, any other recommendations? 
Doom Monsters In Quake 
I think I have a cyberdemon in quake somewhere
not sure where it's from tho. 
Yeah. 
i know which cyberdemon you're talking about. it's pretty crappy though... the skin leaves a lot to be desired and the model animation isn't that great either... very 'wooden' and unnatural.

the zdoom version is waaayyy better, even the cybernetic leg rips off in the death anim!



actually, while we're on the subject, does anyone have any resources detailing on how to properly convert quake2 models to quake1 format? if it's not to difficult, i may just try it out. 
Necros 
QME has the abilaty to convert md2 to mdl and vice versa -- you will probably have to remake the skin but that is not a big deal, and of course the qc file. This sounds like a good project idea -- if I wasn't busy on a map I promised a mod maker I would help you some more, but as it is, I'm going to send you an mdl of the cyborg for you to mess with. 
The Irony Of It All Is 
you could probably make a superior version of Quake 2 with good Quake C .. . . <cough> <cough> and converted models. Fat Controler, paging the MAN 
Qme Is Retarded. 
you have to actually register it otherwise you can't save if the model has more than 20 frames. is there another program that isn't gay? 
I'm Using 
the Quake Model Editor, I misidentified it as QME. My bad. I'm sending it zipped up to your planetquake adress 
Monsters 
I think the best conversion would be the demon from doom. imps and barons of hell would also work.

As for the best custom monster, I really like Rogue's wraths. Very moody and stylish and entertaining to fight, fit right into many Quake themes too. 
Could Someone 
please tell a computer illiterate person how to allow bittorrent to get faster downloads by allowing it to pass through firewalls? 
Should Mention 
that I'm not runing anu firewall programs, just standard winxp firewall enabled. 
And 
what are some good torrent sites (mainly after tv shows and movies) apartf rom http://www.suprnova.org 
Necros: Full QMe 
You can download the full, registered version of QMe from: http://www.edgefiles.com/files/9100.html
It came up in a discussion thread a couple of months back.

Also, there are ways to make quake 2 style skins for quake 1 models(seperate portions, mirrored sections, repeated portions on same piece of skin, no front/back division of skin).
It's kinda a complicated process though, so I'd only type up a tutorial if there's some interest in doing it. For now, if anybody can point me in the direction of one of these doom monsters, I could give conversion a shot. 
Um... 
Don't lots of custom Quake engines already support .md2?

Oh, silly place to ask *that* question, nm... 
Ho-hum 
goddamit I wish I'd been on here yesterday :/

I have a couple of ideas for custom Quake monsters; been in my head for a long time now and they're about ready to hatch. I have always dearly wanted to make models as well as maps but I find organic physiology harder than architecture and QME really is the nit's tits when it comes to intuitive interfaces. Abd Quake's lack of skeletal animation scares me silly. Plus, I suck at anything than it isn't Q1SP :(. A lot.
Nonetheless, I really want to have a bash at this. They're moving under my scalp...I can feel them, I can feel them...UURRK!!!
I think I shall start a new thread. 
Preach 
I would be interested in such a tutorial. 
HeadThump, Preach 
Headthump: thanks for mdl. that's a wicked program! it was surprisingly easy to convert the q2 mesh to q1 (i had a lot of trouble just doing that the last time without mdl), sadly, the q2 skin didn't go so well... the skin itself was changed to the q1 palette, but the assignment of the skin to the model didn't... they all got reset to the center of the skin.

Preach: i'd love to see a tutorial that explains how to do the q2 style skin for q1. heck, if you could show me how to convert a skin and keep the q2 style, it would be even better! that's two of us now who want it -- enough yet? :P 
Ok, Q2 Style Skins For Q1 
After experiments today, I've discovered that it's actually quite easy to convert a Q2 model to Q1. The process goes like this:
1. Load Q2 model into QMe 3.1
2. Select all vertexes
3. Split all vertexes (!) from the right click menu or by pressing ctrl-s
4. Save the model in quake 1 format.

You might then want to tidy the skin up so the colours are nice, but it'll now be just like the quake 2 skin. Technically you don't have to split up all the vertexes, see below for why it's not practical. Make sure you animate the model FIRST, because messing about with split vertexes will be frustrating.

Also useful to note is that if you import a mesh as a frame, it only matters how many triangles it contains, not how many vertexes. So you can have a joined up model for animating, and a split up one for the skin. Then just import the animation frames into the skin model.

Why it works:
Quake skins have two types of vertex, "Seam" and "Internal". Seam vertexes are ones that appear on both sides of the skin, and are created where a triangle facing 'forwards' on the skin frame meets a triangle facing backwards, if they share a vertex. On the skin, moving the seam vertex on one side will move the other seam my the same amount. Also, if the skin says a vertex is internal and the model says it should be a seam, your model won't save.

If you split this troublesome vertex into two, they both become Internal vertexes. These two vertexes can now exist seperately on the skin, which is loads more useful. You could just split the vertexes that are seams, but you'd have to select them manually, and splitting them all is so much quicker.

Of course, you do still have to make a Q2 model with a nice skin before you can do all of this. But that's a bit easier, q2modeller has a UV editor with things like scale, rotate and mirror.

PS: Does anybody have a good way to convert a simple MD3 to an MD2? I can't get quark to load the MD3...It'd be useful as then people could use gmax to make q1 models : - ) 
Well... 
i tried doing what you said but i was unsucessful. i downloaded qme3.1 lite (which, btw, i still think is stupid in that you need to pay for it...) and followed all four of the steps. when i tried to reopen the .mdl file in quark, it said it was an invalid format... i tried opening it as .md2 as well but that was still invalid... 
... 
Headthump, do you know how to split vertices in MDL? i can't seem to find that in there... because that one can save to .mdl properly, so it would be great if you can do that... 
Necros 
You don't have to pay for it, go to http://www.edgefiles.com/files/9100.html and get 3.0 full already. You can then upgrade it to 3.1 using the update file that came with 3.1 lite. It has all those restrictions removed.

As for why it was invalid, make sure that it wasn't saving it as .mdo secretly. It's not very smart at saving things in the right format, and/or changing the extention of a file when you switch file formats. 
Then The Model Shot Me... 
Strange to see so many posts about Q1 models,
after showing The Orb & A Dino...

Glad I kept Bones for Q1 apart.
Death is so hard to skin. 
Oh, 
it worked this time... last time i tried to get it, i got a 404... maybe the server was choking. :P thanks for the link Preach.

how do i make sure it's saving in the right format. i think it is saving as .mdo because only qme will open the thing again.
i selected .mdl from the drop down list, yet the filename was still .md2, when i saved, it was "baron.md2.mdl" but it still wouldn't open. 
Different Question This Time... 
what happens if one quake monster has multiple models... like, one model for when it's alive, one for when it's shooting and one for when it dies? that means, i'd need to precache three models, what does that mean from a memory standpoint? is it bad for the engine? will it cause problems/crashes?
__________

btw, Preach/Headthump: i got it! :) now it needs some severe reskinning. :D

MadFox: coincidence, i'm sure. ;) 
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