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Replacement KNIGHT.MDL
Replace that ugly old knight with a slightly newer ugly knight. Now with something resembling "feet" and "a head", and not just weird pointy things!

Includes knight.mdl and h_knight.mdl with several skins for including in your fancy new mods and levels, as well as the same files in a PAK2.PAK if you want to plop them in /id1/.

Look! | Readme! | Download!
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Great Stuff 
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 
The release of the 10 million dollar knight, but salute the work released.

Just don't let the axe make it too easy. 
SHUSH 
 
Thanks Lunaran... 
...I've just run through Arcarnum with your Knight and Sock's Pak1, very enjoyable. 
 
What's Sock's Pak 1? 
I Think Sock's Pak1 
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 
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 
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? 
 
Just Use Pakscape And Qme 
 
Or Change The 
Pack number so it doesn't conflict. 
 
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! 
;) 
Hey, Check It 
Lunaren is that awesome that the Quoth skin is already included! Plus two other skins for a low low price of free!

And did I bother in the widescreen version? Oh yes... 
Who The Fuck Is Lunaren? 
I only know a Lunarian 
 
The quoth knight is the second skin in knight.mdl. If you want to put it in the quoth folder and keep the operation desert storm shoulder pads, just switch the first and second skins (or just delete the first one even) in QME version anything. 
Zombie.mdl 
Have anyone ever attempted to improve it? I think it's the ugliest monster in Quake. 
 
what's wrong with it? it's got some fantastic animations! 
Yeah 
I like the zombie. The model itself isn't special, but the animations of pulling the gibs off work great.

Spiney did an updated version in RMQ but it was stylistically different from the rest of the id monsters. 
I Dunno I Just Don't Like It 
The proportions are weird. I never really liked the animations either.

The pain animation is pretty cool though, although you don't see it very often during normal play. 
 
The zombie could be improved quite a bit I think, without being at all unfaithful. Trouble with it is that it's got a lot of both fast and slow motions, lurches and drags, which gives you a really cool feeling of hanging weight and a struggle to remain standing - when you only get one frame every 10th of a second that motion suffers, and frame smoothing doesn't fix it.

Maybe I shouldn't point it out but I never tested the knight with model interpolation on, so, hope it looks okay! 
Nothing Looks Good With Interpolation On 
So don't worry. 
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