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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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Weak Weapons 
Actually, on the topic of both weaker weapons and base style things, I reckon a player version of the enforcer blaster would be another good "low-powered" weapon to give to players in the early stages of a base map. If it used one cell to fire exactly what the enforcer puts out (a pair of shots at 15 damage each) it would be on par with the thunderbolt on damage per unit of ammo. Firing a two shot burst would differentiate it from other weapons, and it would let players use cells from enforcers early, without giving them the lightning gun. 
Slapmap 
The weapon models are nice - but this looks absolutely incredible:

http://imgur.com/a/cMad2/#0

What is it? How did you make it? 
Giant Squid 
here what it is... 
#560 
q3map2 / Darkplaces surely? 
 
Single shotgun is in the zip, tripple uhmm still need to make a quake-quality skin and reloading anims, which is painfull with no proper preview (I spent 2 hrs repositioning the model and reloading quake just to get plasmagun look ok), next week mayhaps.

DBS you already have in the game and can find replacement models if you want a better looking one.

The tentacle mess is made with splines. Its a world of Nyarlathotep, the Crawling Chaos. 
Slapmap 
Quick tip for previewing and updating models. Run quake in a window, then use the flush command in the console to reload the models from disk. That way you can make a change, save it, and get it to appear in-game instantly. 
Revamped Model: Waterfall 
One of the better received models I made on my old site was the waterfall, but it never made it onto the new one. The reason was that I actually wanted to redo the whole thing, and version two is finally done.

http://tomeofpreach.wordpress.com/2013/03/30/waterfall/

I was actually hoping to release this in a pair with a related model, but that one still doesn't look right so it's being held back. Anyway, this one ought to be nice and handy on its own. 
Window Models 
So a little break from all these coding posts. A few days ago I took the skip/detail window trick which I posted here and wrote it up for my blog. No new content, just a extra diagram, and a hint that you needed some visual cues to make a window like that work.

Well, that was a precursor to the next few models I'm gonna post, which are all attempts to highlight a window in quake, in such a way that it doesn't require alpha support (although often the models will be enhanced by alpha support in engines). Today is an example of a progressive enhancement model:
http://tomeofpreach.wordpress.com/2013/04/09/glass-panes/

There's a couple of screenshots, one with and one without alpha. Hopefully the one without looks passable by winquake standards, and the nicer one from fitzquake sells the model. If you worry that the window still isn't yet well-defined enough, there will be more models to come very soon... 
Glass In Quake 
I'm fairly sure that you can stop all waving effects in most engines these days, couple this with transparency and you could probably get a decent effect going with a nice texture (rather than use a solid colour to mask the fact that it's a water volume), quoth even allows you to run the correct cvar's on map load. 
Cool 
It's interesting that you can now make glass without adding entities to the map.

I have some cool tricks in my new map that are kind of neat and made possible with skip (but nothing cool with detail yet...) 
FifthElephant 
Well, you can use the water trick, if you don't mind your glass having no pattern (you disguise the ripple effect by having a flat texture), and imposing the same wateralpha value on all your lava and slime. But that's kind of beside the point of the challenge, like saying you can make 100-brush maps bigger by just adding some more :-p

The models are still nice as a compliment to more conventional windows. If you add a translucent brush which removes itself from engines without the alpha checkextension value you get this effect:
http://tomeofpreach.files.wordpress.com/2013/04/panes3.jpg
Then in engines which support alpha but don't report it you get:
http://tomeofpreach.files.wordpress.com/2013/04/panes2.jpg
and in engines with no alpha you get:
http://tomeofpreach.files.wordpress.com/2013/04/panes.jpg
which is quite a nice progression from getting the most from fully-featured engines, while staying functional everywhere.

In keeping with this, today's models are some decals to apply to windows.
http://tomeofpreach.wordpress.com/2013/04/10/decals/
The models received some last minute tweaks so that they play well with a semi-transparent brush behind them. 
Preach... 
I'm sure there is a command variable to turn off the water ripple effect completely (animation and all)... Maybe I was mistaken? 
Yes 
it's r_waterwarp 0 in fitz (most engines?)

Doesn't turn off the texture ripple effect though, if that's what you are talking about. The glass trick I used requires a plain texture in order to make sure that the ripple is not noticeable. The polygon distortion effect that is used by glquake and some other engines still affects maps using the glass trick unless the effect is disabled. 
 
At the risk of derailing- than, why did you not just use func_wall with .alpha values? 
Didn't Know I Could :) 
see title.

Also, is that supported in all modern engines? 
 
If it doesn't support entity alpha, it's not a modern engine I would say. 
Uhhhmmm 
This Triple Barrel Shotgun Model... 
...is really awesome ! 
Dudvmapping World Textures 
Bringing back some old idea of breaking-the-grid for textures. I know RMQe does it for the waterwarp...

http://img194.imageshack.us/img194/7909/dudvdetail.png
http://img835.imageshack.us/img835/4481/dudvdetail2.png

Anyone know if it can be done in some Quake engine.
I don't know how to code so... :'C 
 
(i also wonder if using a custom dudv map on bilinear could give you the equivalent of bicubic filtering) 
Well The Bilinear + Dudv Looks The Best IMO 
Wow! 
 
but does it work on 64x64 textures? those examples are quite high resolution. (relative to quake anyway) 
 
You do have have a point with that.
Resolution doesn't really matter, but might not be appropriate for all kinds of textures, it's all about getting rid of the perfect squares by distorting with a higher res dudv map. You can have the detail texture roughly correspond to 1px boundaries (glorified dithering scheme?), but I found it tends to look better when using 2*2 blocks since with 1 px there's still some leftover blockyness. You lose some of the definition of the original that way though. I'm not sure if Quake textures are a good candidate for this since the textures tend to have very defined features. It's just about getting a less perfect cg look, something more tailored to NPR probably. Could be interesting for something like Rage to obscure some compression artifacts maybe.

Those images are just done with Photoshop's glass filter by the way, just to illustrate the point. 
 
I actually like the 'perfect squares'. I always play with nearest neighbour now, so this is definitely a 'to taste' thing. 
Deathframes With Transparant Colour? 
I can remember there was this fat round bimbo in Shrak, that used deathframes with the transparant colour.

It was a very strange apearance of splitting open from the centre to expand the little side it had in the middle with that colour.

In game it looked as if the monster exploded, but in the last instance it just disapeared fading in the background.

Can anyone rember this, or is it just me making it up? 
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