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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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Right 
I changed it into setsize (self, '-12 -12 -12', '12 12 12'); and that seems to work.

If the swarm gets killed the bbox hangs in the air, as the swarm is.
This looks rather odd. How come the bbox hangs in the air after the deathframes? 
 
check the wizard qc for this, specifically the death frames. you need to change the movetype to toss. 
Yes 
Works great now!
Thanks for the advice, necros, preach, ijed.
^v^

beez 
Triple Play 
So even though I haven't posted things on here for the past few days, I have managed to keep up "one model a day" through today. What you might have missed:

A model with the qualities necros looks for in a map object - but only useful if your map has a nautical flavour...
http://tomeofpreach.wordpress.com/2013/09/18/mooring/

On the opposite end of things, a section of river you'd need to design the whole area around, although it does have some interesting techniques to demonstrate...
http://tomeofpreach.wordpress.com/2013/09/19/rapids/

Finally, a length of bright warning tape for base maps, gimmicky but fun...
http://tomeofpreach.wordpress.com/2013/09/20/warning-tape/ 
 
totally downloaded the mooring. :) 
Thanks Preach!! 
Bender 
Can't help it.., seen too much futurama 
Heh Heh Heh 
Maybe he's king of those robots from Rubicon 2, so he can be the boss of the level. 
Preach 
Or it can be a Duke Nukem cyborg (the cigar man, the cigar !!) 
Metroid 
He's more an update from metroid.

I modelled it so, it can open its mouth and animate smiley's. I wanted to add the abbility of lipsync. Qmle screws a lot while importing. 
Lol!! 
Im really laughing hard on that floyd... 
Bender2 
...and then they will all bend for me!
and kizz my shiny ass! 
 
Haha awesome! 
Answer To An Older Question... 
...and then a new model!

So a while ago I was having a problem with gmax where the triangles got flipped when I exported. I have discovered today that the cause of this is applying the mirror operation to the model you intend to export. Use a mirror modifier instead. If you did mirror the model incorrectly, you can make the flipped triangles apparent in gmax by going to the Utilities tray on the right, and using the "Reset XForm" command. Now the editor and exported model are synced, and you can flip the polys in gmax to fix it.

Anyway, new model time. This was a request by MFX, but I had some ideas stashed away for this kind of thing that made it a fun model to make. It's a mapmodel for adding cables, wires and ropes to a map. Although it's most natural for base maps, there's a rope skin so you can use it in medieval maps too.

http://tomeofpreach.wordpress.com/2013/09/29/cable/

There's a good selection of skins, poses and animations to make use of, plus I'm gonna put up a tutorial based around the model, featuring a new way to organise your animations in gmax. Just need to find the time, might be a few days still... 
Cool 
Sure I'll find a place for those!

Also, the mirror issue has another bug which could have you tearing your hair out if you don't catch it - when creating a skeletal rig mirroring the bones will give them a negative scale, which can cause all sorts of headaches.

To solve it you need to find the 'bone tools' panel (can't remember which menu it's under) which has a mirror bones option that won't produce visibly correct but functionally broken bones.

If you've ever had to bin an entirely rigged and animated model because of this then this should be a useful tip. In theory such a model could be rescued by creating a second skeleton and then attaching it bone by bone to the broken one, but that's a pretty ugly way of resolving it.

Seeing as quake doesn't depend on skeletal animation this is kind of pointless, but anyone working on other engines might find it handy information. 
Thanks Preach!! 
Now i�m trying to not go mapping all night and look like a Zombie tomorrow..
Arghh!! 
Good Tip 
Thanks for that ijed, I've been manually creating both halves of the skeleton before due to that. It's not so bad since my skeletons are generally very lazy, no constraints or anything that might help with IK. When I get round to doing some better skeletal work that's gonna be a lifesaver. 
Duck Model. 
Hey guys, I'm looking for a duck model... A walking and swimming (but not flying).

I've googled and looking in pub/idgames2 folders

You guys have any idea where I might be able to find one?

cheers,

Ben 
Duck In Quake... 
Will the duck quacking, in the game ?

Will we able to shoot and frag the duck ? 
 
you could try taking the hexen 2 raven bird model and recolour it to look like a duck. 
Duck Goes Quack 
What does the MadFox say? 
No Shoottng The Duck 
Although there is a quake 2 mod that is a duckhunt mod, but they are flying ducks.

I'm thinking a 3rd person POV mod where you (mother duck) have to navigate your ducklings though a maze with lots of dogs and have to swim past rottfish.

and yes the ducks will be quacking. 
Ok For The Ducks 
then will the ducks able to use tricks to squash the dogs and fishes ? Mines, rockets, grenades, ..., rotten tomatoes ? 
Nah 
i was thinking just a strategy against patrolling monsters.

the ducklings don't always follow logically and will run off and do something stupid.

mother duck has to quack to get them back in line and following. 
But Not Quack Too Close To A Dog 
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