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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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Creature_birds 
That's awesome. I did a bird mesh, but just fired it via an emission without coding anything up. 
 
Poor bird mesh, to be vanished to fire without code!

necros - handsome sript! I try to rip off what comes in as usefull.

I suppose strings like "ai_monsterDead" and "ai_bird_modifyHunger" are the parts my compiler doesn't know to deal with.
But for a rough overview I must say you have a fine quake bird there. 
 
sorry about that.

ai_monsterDead is just a function that makes bodies fade away. You can just remove that.

ai_bird_modifyHunger is on line 188.

You can simplify it a lot by removing hunger and tiredness though. Those things are not really necessary. 
New Model: Dome 
Ok, it's not a totally new model, I think I posted an early version of the dome right before my old site departed. But it's got a bunch of new skins, and it's now designed to align with the grid and brushes correctly.

http://tomeofpreach.wordpress.com/2012/12/20/dome/ 
Very Classy 
inside of the ikblue dome in particular 
Christmas Present 
Here's a special model for this festive occasion - although it's not really seasonal, just a little bit silly. It's a custom shambler model with some very special animations. Might even be useful if you're looking for an easter egg for your mod.

http://tomeofpreach.wordpress.com/2012/12/24/shambler-dance/

I reckon the underlying model has potential too. It would need a bit of work on the skin, give the fur convincing texture. Shaping on the arms needs some work. And obviously some sensible animations... 
Ehhhhh 
I'm scrapping the map itself, but those columns look familiar http://www.suspenlute.com/stuff/columns.jpg 
Looking For... 
with 17 years of quake history someone somewhere MUST have created a model of a human heart - preferably animated. Anybody know? 
Don't Think So 
But it's just a blob of meat - you can probably make one in under an hour, even if you just use ye olde QME on its own :)

I spose it's possible that there was something like that in Hexen. And the HL1 gibs were pretty detailed. But hunting one down will probably take more time than making one. 
Currently Reusing Reskinned Gibs... 
but I'd hoped there was something better out there. oh well. 
Fr3n 
The finest heart model which comes in under 50 polygons and takes less than an hour to make.

http://www.quaketastic.com/upload/files/models/heart.zip

Half-life certainly had a model as well, it was probably a but better than this... 
No Beating Animation Preach? 
For shame sir.







(Nice model) 
Here's Some 
Heartbeat sounds if you want them:

https://www.dropbox.com/s/y6779j28cc0619d/heartbeats.7z

They're from a variety of projects; all should work in Quake. 
1 Hour Challenge 
Just to say that if you do have any more vital organ requests, or indeed other ideas for models that could be created in just one hour, do post them. I'll see how many I can do between now and the new year. Reference images are very helpful.

Since the scope is just one hour, animation is probably out of the question. I did consider adding a beating heart effect to the model, but I couldn't see how to do it both quickly and well. 
Ok Then... 
Not sure how complex any of these could be, or become in terms of time. This list is probably something akin to what the naughty children received over christmas instead of presents...

Gravestones http://anakhacoman.com/wp-content/uploads/2012/04/celtic.jpg
Ladders
Cluster of mushrooms https://mycotopia.net/forums/attachments/photo-gallery-grow-logs/204332d1294432390-luminous-mushrooms-untitled.png
Hanging Lantern (Nehahra but nicer)
Twisted Trees http://3.bp.blogspot.com/-5rAklDg9gh4/Ta-GMkT6rtI/AAAAAAAAAjo/ikp7PrcSdGE/s1600/tree.jpg
Gibbet with corpse http://images.wikia.com/uncyclopedia/images/1/1b/Gibbet.jpg
Old Skeleton / Bones http://www.colourbox.com/preview/2991878-530102-very-old-human-skull-from-the-historical-place.jpg
Wall of skulls http://3.bp.blogspot.com/_4b706UrnAoc/SesxNmn3CII/AAAAAAAABWM/7VJgsZSJMtY/s200/brnobones.jpg
Decorative bones / mummies http://www.shopcurious.com/Images/Editor/Crypt%20of%20the%20Capuchins.jpg
Cobwebs (for corners etc)
Sacrificial Altar
Loads of torture shit http://www.medievalwarfare.info/torture.htm 
I Forgot... 
Grass 
Last One... 
Piles of books, scattered around 
Ahhhh Preach. 
That heart looks awesome, especially with the extra red skin I had lying around. Thanks! :D 
Attempt #1 
Going for the mushrooms, one hour from now... 
Done 
http://www.quaketastic.com/upload/files/models/mushroom.zip

Took a few minutes extra to upload. Probably gonna look at the gravestones next (but not straight away).

On some of the other models: The twisted tree would be really cool, I'd like to make it, but I think I'd spend longer than an hour on it, get the whispy bits animated properly etc. The hanging lantern would be doable, but without a flame inside - adding that would take longer but probably would bring the model together.

Some skull/bones type things would probably be doable, the trick is probably to make skulls that are very low poly so you can have lots, and also to make the skins match the pile of skulls/bones textures in maps - so you could have models to top off a pile of skulls brush with a bit of extra detail. Piles of books would be fine to do, the trick would be striking a balance between detail and polygons.

I guess all the mechtech torture models had to be removed from his pack then? They'd be static at least...I have no idea how you'd make a cobweb which would work in standard quake, I've thought about it before. Finally, I have a grass patch model on the back-burner right now, so watch this space... 
Wow 
Can�t open the model right now, but that�s impressive progress even so.

I was pondering the cobweb as well. Gb got this working inside RMQ: http://kneedeepinthedoomed.wordpress.com/2011/05/31/iqm-grass/

But without engine modding it can�t be done like that in stock Quake.

So that�d leave either a pretty dense poly mesh which would be tricky to build and probably look bad, or an opaque one. Maybe with different levels of whiteness and a .alpha value that could work to produce filmy type cobwebs as per Temple of Doom, but AFAIK .alpha is engine mod required as well. 
BTW 
I asked for mushrooms to use in my rmx map that has the poison / drunken basement area, so expect to see those used there - thanks. 
The Map Models Are Back 
Torture models included. Has source skins so you can reskin from a large full color image. Also has some tombstone models.

http://www.celephais.net/board/view_thread.php?id=3&start=8889&end=8889

I have a few questions. Do hi rez textures for knave.wad exist?
Anyone have a hi rez texture for the Quoth long wall torch? or a similar model with HD skin.

Preach nice mushrooms.
ijed You could have multiple models share the same origin in a map. That might overcome the limits. 
And Now That I'm Done Bitching... 
this collection is incredible and I'm definitely going to use at least one model in it so THANKS. ;) 
Freaked Ogre 
Here the models of the drunken, pissing, fishing Ogre.

blooper 
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