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Screenshots & Betas
This is the place to post screenshots of your upcoming masterpiece and get criticism, or just have people implore you to finish it. You should also use this thread to post beta versions of your maps.

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well, they are very nice map models (mostly modern, but some medieval stuff).

But where are they from? I'd like to know more about the source of the models before I would want to use them. Are they completely original? I don't recognize any of them. 
Sources 
I believe many of them come from http://www.md2.sitters-electronics.nl/models.html, although obviously the ogre with an axe in his back is not there.

I had a look through, and there's a real mixture of stuff in there. The modern stuff like the vehicles isn't all that useful for quake, and often didn't covert to the palette all that well. I would use the fire hose in a base map though, possibly after muting the red a bit! At the other end of things, the Egyptian stuff looks great and obviously there's a matching texture set.

The medieval stuff is somewhere in the middle - stuff like the torture equipment could appear naturally in a quake map. It could all do with some new textures though - not because the textures converted badly. Rather because the wood texture doesn't really match any quake texture sets. It would blend in much easier if it matched dull wizwood, for instance.

There's a few other places where I longed for different skins. The great big tech-crate is a lovely design but at the moment would look out of place in idbase, ikbase, spdbase. It'd be great to have a texture for one of them. The teleporter pad is a cool model but plain sliver gunmetal is basically never found in quake tech maps. Also little things like fullbrights would be nice - it's good that there are no unintended ones, but models like the branding iron could use proper ones (I'm working on a quick fix for this particular model).

On a technical nitpick, quite a lot of the skins are 480x480 in size - maybe the source models were the same. I'd recommend reducing them to 256x256. One reason is that skins are best off in powers-of-2 dimensions, at the moment your 480x480 skins are being stretched to 512x512 in glquake. The reason I'd take the textures down in resolution is because often these models have much higher pixel density than the surrounding map. Moving them closer will again help them blend in.

I know that's like 4 paragraphs of suggestions but I only bother with any criticism of things that I like and want to see being great. It's really cool to see new detail models for quake finally appearing, and I hope to see maps make use of these. 
Forgot 
I forgot to mention my favourite, the compass model, which could go straight into a Knave map unchanged. 
Metlslime 
Metl, have you got a link to that ogre picture you drew? I've tried searching for "metlslime ogre" but I just get every page from func_... 
Noesis Made Me Do It 
I found Noesis and got caught up into md2 conversion, it actually works well.

Spirit: Relax it's a beta. I put it on the free hosting so I could get feedback before uploading to quaketastic. I would like to add many more to the map.
Preach: I know there's allot of ugly on those skins. I used Noesis v3.997 and converted to the largest skin Fritz Quake would except (mostly downsampled). Removed fullbrights and stopped there. Edit as needed.
Do you think I should zip up the source skins into the file?
I thought about editing out the non Quake style models but someone may have use for them.
You are correct the models came from W. Sitters. I will of course include the proper credit and license file for his/her section of the map.
"Copyright (C) 2004-2007 by W. Sitters
This model is free software, and has an double licence.
You can redistribute it and/or modify it under the terms of the
GNU General Public License as published by the Free Software Foundation..."

I have sent an email to W. Sitters just to make sure it's ok to use the models and invited him to join func.

The ogre with the ax was something I did.

More to follow.... 
 
Mechtech: FYI leileilol says many of the models on that site are ripped from other games and thus are a copyright violation. Avoid! 
Crap 
Thanks Spirit. ok if you downloaded the map please format your hardrive to make sure it's gone



Removing link :(
Until further notice 
Low Poly Models 
Too bad. I thought I was onto something good. All the models had a creative commons license in the zip files.

Finding low poly non copyright encumbered models is really getting hard.

Spirit I have a question. Taking Original Quake models apart and recombining them ie Ogre with an axe in it's back. Is that ok or gray as to the art copyright in Quake 
Original Model Source 
Mechtech, Unfortunately some of those models are from Quake 3 community authors, I certainly recognize the teleporter. If anything I think that site you got them from is at fault, not you.

You should check the help/readme of noesis, it clearly states that you should not use it to convert stuff with copyright issues and then distribute it. But hey its the internet, stuff can end up anywhere without the original creators knowledge or credit. :( 
Running Out Of Models Fast 
http://www.wemakemaps.com/

Yes I see. Teleporter needs to be removed from use. The website I believe to be legit. I will remove models that do not give specific permission to reuse.

BTW is mm-tech1soc.zip yours?

I appreciate the advice from everyone. I will keep on the hunt for usable game content. My hope is we can pool together as much Quake usable game content a possible. A non mod/QC specific SDK of sorts. 
 
See http://forums.inside3d.com/viewtopic.php?p=47429#p47429

I would stay away from those. The guy is either ignorant or a crook; dangerous in any way. 
99.76 
This thing is epic 
Preach: 
it may not be on the web right now, I'll have to go home and check. 
On Upcoming Models 
I'm hoping to have a new mapmodel up on my site by the end of tonight. I've also got a preview of a different work-in-progress model

http://tomeofpreach.wordpress.com/?attachment_id=292 
 
average leafs visible: 746
max leafs visible: 2464 near (1344 1408 712)
c_chains: 1028526972
visdatasize: 2117 kb compressed from 12259 kb

Elapsed time : 17h 37m
Session time : 110h 33m
State time : 98h 41m 
 
 
Cheers. Is that an impressive enough time? :E 
It Is Considering 
I was using an i5 2500K, running at stock speeds, on four cores. Imagine how long that would have taken on a P200 
 
I remember reading an interview with Carmack somewhere and he was saying something along the lines of
yeah, you will be able to compile quake maps, but we have this super special hardware and it still takes 15 minutes so on a regular computer it could take hours

I am very impressed at the scalability of quake tech. 
ZQF 
Running Fitz 0.85 good news or bad.
The model zqfarrival_lift_meshes.bsp doesn't show.

I did some experimenting using winbspc.exe. I decompiled the map model, created just a plain box to cover the bounding box and deleted all your brushes. The simple box brush has the same error. Next tried r_novis 1 same issue, That should have eliminated vis blocking it. Then I reduced the height, the box shows fine. Maybe 1184 units tall is too much for a bsp model? 
 
r_novis 1 only disables vis for world geometry, entities are still culled based on vis data, so r_novis 1 would not prevent it from disappearing. 
 
Thanks for the feedback everyone btw plenty of problems to fix coming up. 
 
I wouldn't be so worried about what is and isn't copyrighted. if some kid in a country on the other side of the world made a model and you used it in your map that all of like 100 people played, do you really think he's going to spend thousands of dollars taking you to court over copyright infringement, especially when they're countries apart? even if he stole it from a commercial game, the odds of them actually giving a shit won't be very high.

most of the maps I released used custom textures from other games, they were all copyrighted. 
 
necros I did not know that. Thanks
So I tried something else

>bspinfo -cutvislight

After removing vis info the model does display correctly. 
Lie Sense 
I don't care for copyright either, but being an artist I must admit a small addon, like a nick in a readme for the hard earned (!) contribute offered, isn't too much to ask. 
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