New Ogre
was never released AFAIK, and if it has then I want it.
Knight
#43 posted by Preach on 2015/01/15 00:46:53
It goes without saying this model is awesome! There's plenty of attention paid to making it a good Quake model, like the way the idle animation is slightly exaggerated so that the imprecise vertex format doesn't detract.
However, I couldn't resist tinkering with the skin, as I've often thought the skinmap to the original knight was very wasteful. Not only is there acres of blank space, but the just-larger-than-powers-of-two width and height means it wastes 4 times as much memory in glquake-based engines. So here's Lunaren's model with a Widescreen skin...
http://www.quaketastic.com/files/models/knight-widescreen.zip
Thanks, Preach!
#44 posted by Lunaran on 2015/01/15 02:29:33
I wanted to use original skins without having to do a lot of tinkering or splitting verts, but it did make for a 272x140 skin that would go up to 512x256 in GL quakes. my response to this was basically 'ehh fuck it' but preach found an elegant way to fix it.
Why Is It Called
#45 posted by nitin on 2015/01/15 11:21:42
Widescreen fix? Sorry I dont understand how what you said above correlates with widescreen.
#46 posted by Kinn on 2015/01/15 11:46:07
It's a tongue-in-cheek way of saying the new skin is a lot more wide than it is tall.
Interesting...
#47 posted by starbuck on 2015/01/15 13:14:34
it seems like we've got a pretty good collection of from-scratch replacement models that match the original quake aesthetic -- there's a player model, grunt, this knight, plus didn't sock make a new hell knight and some other models?
At this rate we might actually be able to have an open source content pack that can be distributed without copyright issues, and allow people to play custom maps without owning quake.
(i realize sound effects are still a huge hole in this plan.)
This is a very exciting concept. Wouldn't you still have to distribute the game code though? Or could you get round that by using darkplaces or something?
This model is FANTASTIC by the way... far better than the Capnbubs ones in my opinion. Somehow makes mowing down knights 10X as enjoyable.
Back In The Day
#48 posted by Kinn on 2015/01/15 13:29:53
Re: original models looking bad. As well as being products of their time, let's also remember that this is what quake looked like for everyone playing it back then:
http://i.imgur.com/RrciHoJ.png
All monsters ended up as crude blobs of pixels anyway, so the dodgy texture mapping or janky modelling wasn't really gonna be scrutinised.
#49 posted by Lunaran on 2015/01/15 17:24:22
True. Motion would be more apparent, though.
This model is FANTASTIC by the way
thank you!
This Is Badarse
#50 posted by Scruggles The Pallas Cat on 2015/01/15 18:43:04
Cheers!
Great Stuff
#51 posted by NightFright on 2015/01/17 13:57:20
A really good and fitting continuation of what Capnbubs started with his first few model remakes. I hope that this wasn't everything yet, though. Vore, Shambler and Ogre would be my favorite candidates for future releases, but ofc we all know nobody will be satisfied until all ID1 models are done (and then there are still those of the mission packs). For the time being, this knight joins my collection of must-have Quake assets. Thanks a lot for this one, Lunaran!
I Lament
#52 posted by ijed on 2015/01/17 22:36:01
The release of the 10 million dollar knight, but salute the work released.
Just don't let the axe make it too easy.
SHUSH
#53 posted by Lunaran on 2015/01/19 15:35:12
Thanks Lunaran...
#54 posted by distrans on 2015/01/20 07:18:32
...I've just run through Arcarnum with your Knight and Sock's Pak1, very enjoyable.
#55 posted by Yhe1 on 2015/01/20 07:39:53
What's Sock's Pak 1?
I Think Sock's Pak1
#56 posted by dooomer on 2015/01/20 12:40:15
Is the pak file that more or less always comes bundled together with his map releases, which replaces some default models like shell box and the like to make them more Medieval compatible in terms of their looks.
If you have installed any of Sock's maps, you most likely have got it already.
Yeah It's The Pak
#57 posted by nitin on 2015/01/20 13:42:11
with ammo replacement models.
but more importantly, what is ijed's post? And lun's reply :)
I have a combo of all the fixed models, additions and tweaks in one .pak file.
Fixed weapons, capbnbubs improved dog/grunt/player, this knight, socks improved quad damage/ring model and the original grenade model from the quake beta (looks way better than all other replacement grenade models IMO, I think it's the same one as in quoth)...
I'd use socks improved ammo boxes too if there was a way to have them flip between medieval and futuristic in the same way as key models work. I'm sure there is a way for this to be done.
I'm sure there is a way for this to be done.
It's "QuakeC 101" easy. It does require custom progs though.
Ah Coding...
my old nemesis.
Seriously, I tried so hard to learn how to code between my last job and this one and I don't have the brain for it.
An Open Source Content Pack
#61 posted by dwere on 2015/01/20 16:55:46
I made my nailgun exactly for this purpose, but now I doubt that I'll make any other weapons in foreseeable future. Drowned in other "dream projects", etc.
Will There Be Support For Quoth?
#62 posted by Breezeep_ on 2015/01/27 21:25:45
Just Use Pakscape And Qme
Or Change The
#64 posted by ijed on 2015/01/28 00:14:13
Pack number so it doesn't conflict.
#65 posted by necros on 2015/01/28 02:24:22
well, no, not exactly. since kell made a new skin for the quoth knight to make him better fit in with the rest of the *knight monsters, it wouldn't be a straight up drop in.
otoh, it was basically a re-colour, so it wouldn't be that difficult if you know what you're doing. i think?
Make Preach Do It!
#66 posted by generic on 2015/01/28 02:28:26
;)
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