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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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That Won't Work. 
You can't duck in Quake. 
 
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.

Awesome, I had a very similar idea at some point. Good luck with it!

In the meantime you could be a shambler herding your rottweiler puppies towards the exit, or something. 
Sounds Like 
A grimdark Happyland Adventures
Sounds Like A 3rd Person 
newzealand story 
 
i've always wanted to do a harvest moon mod for quake except your farm gets attacked by shamblers and they trample your crops. 
Necros 
that sounds amazing.

under a shambling moon 
Ducks And Shamblers Are Actually The Same Beasts (in A Way) 
@enliten

can you make your mother duck to mutate into a huge Shambler, if a dog kills a duckling ?

Could be fun to watch the dogs chased by a wild and furious Shambler... 
Shuck Or Dumbler 
what portmanteau is the best?

I was thinking that it could just give you a score at the end of the level, but I guess that this could work just as well. 
Shambler Moon 
Crossover Quake!

Reminds me of a quake / Minecraft texture set I did. But it looked shite and I lost interest. 
Ha! 
You can't duck in Quake

There's a splendid Dragonite from someone, dunnoh now, who made a Q3 model I recompiled to Quake1. A cheet of a dragon baby!

@enliten- I could animate the first (or second one) if you like.:P 
Thanks 
but I'll pass... before I get the model up I should have some sort of prototype up and running...

Uni assignments first... so many things to do... such little time.

What tool do you guys use for modelling in Q1? 
Model Devellopement 
Mostly I use an animation studio for creating the model.
Others use Milkshape, Blender or Max3D.
From there ist is easy to export the model to a 3DS or dxf.

Then one can import them in QMLE, Noeisus or Gmax and compile them.
Quark47 has a handy prog to try them out in game.

Preach site has a lot info how to start and which progs to use.
Anyway, I made the duck model, so here's your prototype. 
@Madfox 
holy crap man, that is both fast and quality workmanship. It's perfect for the prototype,

I'll need to get onto it :)
Cheers 
quak 
 
i use an old copy of 3ds max 9 and npherno's MD3 compiler to export .3ds frames into an md3 and then use preach's md3tomdl to convert it. 
Old New Model 
Hi all, got a little model for the weekend here. It's a reworking of the nailgun model, where I was aiming to change three things:

1) Make the model interpolation friendly
2) Make the skin have power-of-2 dimensions
3) Nothing else

Grab it from here and let me know what you think. 
New Old Model 
So yeah, after seeing the warning tape in MFX's map, I thought it was probably worth creating a more generic texture for the model. So here's a version which has standard yellow/black hazard stripes.

http://tomeofpreach.wordpress.com/2013/12/10/hazard-tape/

To get the skin to look cleaner, I had to modify the way the skinmap works compared to the old model, so they can't be combined as a single file. In this way I justify a whole new blog post for a small cosmetic update : - ) 
Preach 
I'd like to give the helijet a Rubicon 2 reskin, but the exported skin from qme is in pretty poor quality, and I can't even tell where an edge of the skin ends and the blank space begins. Do you perhaps have a better one laying around? 
Preach 
I'd like to give the helijet a Rubicon 2 reskin, but the exported skin from qme is in pretty poor quality, and I can't even tell where an edge of the skin ends and the blank space begins. Do you perhaps have a better one laying around? 
You Can Also 
use Qme to paint the triangles on the skin when exporting it.

Theres a button there in the UI. 
Yeah 
Quickest way to create a mask in QME is create a new skin (which makes it all black), paint white triangles as ijed says, and then export that skin. Bucket-filling the triangle interiors white is optional, you can usually just magic select the outside space at that point. Incidentally, not doing that is good for avoiding seams on your model, it's better to have a sensible colour - but don't forget to paint the pixel at (0,0) a different colour or it's all for naught! 
 
quark407 also has a method:
- open the model in quark407
- in the skins area, right click in the white area
- select copy
- right click again -> paste
- you get a new skin map skin
- right click the new skin and export 
QME Secret Tricks 
That post yesterday reminded me of an article I had planned but never finished. It's a trick in QME which makes the Cut Away Unused Skin option more useful:

http://tomeofpreach.wordpress.com/2014/01/25/qme-skin-reduction-trick/ 
Knight.mdl 
Preach! Tried to email you but btinternet apparently blows.

I'm working on a drop-in replacement for knight.mdl - one with the same anim lengths and moveforward offsets, but not a terrible mesh with terrible animation, so you can just put it in id1/progs and have a knight that looks as good as the Hell Knight without any progs code.

It means I've had to replicate even the weird stuff like the groaty 5-frame kneel where his feet lift up off the ground, because there are already mods that use those frames with their own built-in workarounds. My trouble (you might already have guessed what it is): id1 knight.mdl has 97 frames, but if you count the $frame definitions in knight.qc, there are only 96. attackb1 is duplicated as frames 43 and 44 - same name, same data. I'd expect this to screw up all the animations because of the one-frame offset it would introduce, causing incorrect frames to flash at the beginning of all the anims after it (walk and the two deaths), but it doesn't, so somehow Quake digests the model correctly.

My knight.mdl behaves fine in game when it doesn't replicate this bug, but it's then broken in demo playback (exhibiting the aforementioned phantom frames). When I do try to replicate it, exporting the same frame twice into the .mdl with the same name, I get a knight.mdl that musn't be bugged in quite the same way, because then I get the phantom frames during gameplay you'd expect. For this to be a 100% seamless id1 replacement, neither is acceptable.

You've spent quite a bit longer than me noodling around with the format. Any idea what makes the knight's stealth-duped frame special, and how to replicate the specialness? 
Knightly Builds 
I don't know exactly what's going on there, it looks from a preliminary glance that it's the same pose repeating as attackb1 and attackb2 (although of course the frame names can be anything as the engine ignores them). So if you've tried making a 10 frame sequence and just repeating the first one to make it 11 long, then I'll have to investigate a little further. Leave it with me. 
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