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Modelling Help\Screenshots\Requests
It has always been difficult to get decent models for quake 1. So a thread where people can get advice on making models and post a work-in-progress for critiques is long overdue.

Any requests for models may well get met with silence. Specific requests will likely stand a better chance; "I'd really like a knight but carrying a shield" might be better received than "we need a mdler to join our mod remaking counter-strike for darkplaces".
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Hot 
When i look at this, i start to think the dragon monster would also fit neatly into socks map. 
 
wow, really nice.

Quake's monster skins tend to have a bit more blood and grime splattered on them; yours looks relatively clean by comparison. 
 
there's two skins, a clean one and a bloodied one. :) 
Hell Knight Command 
Very nice, indeed! 
Sock 
Very nice ! Would love to see its behaviour ingame :) Go map !! 
Awesome 
The knight with a shield has finally been realised. 
Sock + Necros 
All this new medieval stuff looks like taken from an alternate reality that also happened to just have Q1, it's that good. 
 
And it's an amazing looking shield! Nice work! 
Nice, Indeed! 
That's the best looking model I have seen in a while :) 
Woot 
I like the way is has that humor on his face, while its shield looks so nasty.
Great model face lift! 
In Fact 
It reminds me of John Blanche' illustrations:

http://taran.pagesperso-orange.fr/images/4khorne.jpg

Especially those from Sorcery! 
Cool Article 
Something I found on polycount today, linked from the low-poly-models thread

http://wiki.polycount.com/SphereTopology

It's a guide on how to save polys on spheres by collapsing edges that don't improve the silhouette of the shape. It's interesting in itself, but also as a starting point for how to optimise curved models generally. 
Quad Post 
Okay, it's only a double post.

http://www.btinternet.com/~chapterhonour/quadtrick.zip

Whack it in progs and load a map with a quad.

It's basically a similar trick to the gem, but because I can write the scripts in python now, I can cope with doing directional calculations on normals. This means you can get coherent effects rather than the random ones seen earlier. 
Not Sure 
I see the difference. Is it engine dependent?

And yeah, a well presented article.

I'd be interested in one a bit more high level though. How the silhouette is all important and the visual acuity of the ones in Quake is pretty damn good. 
 
that looks awesome man... :D 
Velvet Touch 
Yes, that looks good!

I just remade the squad.mdl, giving it a flat skinfile.
It doesn't change much to the already excisting,
as if smaller objects get reduced in game.

This scripted print really glows. 
Visual 
It relies on the normal effects, so it's very hard to see in darkplaces for the reasons mentioned earlier in the thread (back where sock posted the health vials). Fitzquake is recommended because it has motion interpolation without vertex lighting, but it's also worth seeing that it renders in winquake. 
Ah 
Got it. 
Sound 
I know I'm recalling the subject again, but now that I have the tessla coil I can't add a sound to its sparkle.

I'm allready glad I can use mh's version of progsref to make the thing go.

But now it seems as if an electric wav is hard to add to a info_notnull as all sounds are precached.

So here is a map with an example, maybe there is a simple solution for it.
Or I'll strip the toppic and read it again.

http://members.home.nl/gimli/tessla.zip 
Sounding It Out 
It seems like the easiest way to play the sound would be to add code that precaches it to info_tessla. You can look at the code for ambient_drone to get you started. The way that ambient_drone works does mean that you can never turn the sound off, so let me know if this is a problem.

The main problem you will have is that the sound file you have does not loop. To make it look you need to:

Download wavosaur from www.wavosaur.com and install it.

Open the wav file in wavosaur

From the tools menu select markers->create marker.

You can then move the marker around, place it at the point where you want the loop to start playing after the sound reaches the end.

Finally, save the file and it should loop in-game. 
 
Thanks for the headsup about wavosaur... been looking for a good straight forward sound editing program. I can't stand audacity. :P 
 
Right, Preach.

The sound of the constant tessla is already added with some ambient_fuz.
I ment a sound that wakes at the moment the player gets touched by the tessla.

So I don't need the sound looped, only for the flash of the bold.
Reason why I thought it would fit more in the trigger_multiple from with the lightnihg is excecuted. Or in the info_notnull.

But the sounds there are all precached.
And I wonder as this func is used as teaching old progs new tricks. 
Teaser Shots 
A couple of shots of a work-in-progress computer terminal model in idbase style.
http://www.btinternet.com/~chapterhonour/console1.jpg
http://www.btinternet.com/~chapterhonour/console2.jpg 
Cool! 
Looks good and '96 
Bonus Content: A Pop Quiz 
How many colours does the quake palette contain? And why does it hurt so much? 
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