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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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Daya 
Now it's looking really closer to the original Quake style. I'll wait to see it ingame. 
Preach 
Exactly 
But more so. The light had a great pattern now. The highlights on the edge are what's needed, but can you try adding some spilling onto the surrounding elements? Like the inside edge of the crank handle, maybe the metal part of the stock and the blue portions right below the light. Make it so it's really emitting (fake) light onto the surrounding portions. 
Paintover 
http://www.quaketastic.com/files/screen_shots/1453584132-bfg9500-backlight.jpg

One thing I didn't mention was the highlights on the ridges. It looks like the light is coming from back to front on the model (a good choice for first person models), so the sides of the ridges closest to the player should be in highlight. 
Thanks For The Schematic, I Needed That To Properly See What To Do 
Now We're Cooking 
Others may have suggestions but I'm liking it now. The way the blue highlights on the handles define the shape is really nice, it's a shame that will only be seen on the pickup model. Unless the handle can drop down during the fire animation to show it off...

If there's any way to fade the blue highlight out towards the back of the middle surface of the stock that would be nice, but it might take some clever pixelisation depending on how deep the palette will go.

One last job to do when all the skin is basically finalised is to look for all the seams, and use QME to try and unify the pixels on the edges. For example, the caps on the cylinders have bright pixels on the lower half, which clash with the shadows on the sides of the cylinders. You can paint in 3d view, using right-click to select the pixel colour from one side of the seam, and left click to apply it to the other. I do recognise this is a level of nit-picking very few of my models would stand up to... 
I Don't Trust QME In That Regard 
It did wierd stuff with edges and texture deformation for my Infantry Gun and Gatling Gun while they looked good in both Blender and Quake (Quakespasm and DP).

As for the viewmodel, I plan on cutting the crank. I prefer viewmodels where we can't see the player's hand, and while making the hand appear like in Q2 would make the weapon look exceptional, I just prefer going the "no-hands" way. Still, when that crank rev-up sound comes up I'll be sure to lean the model left and backwards to simulate that strong pull Ranger has to do to recharge the big guy.
Oh and, thanks for your input Preach, as always it has been helpful. 
Oh, But With Care 
When I suggest tweaking the skin in QMe, I mean

1) Paint on the skin using QMe
2) Export the modified skin to a new file (so the original is backed up)
3) Import that modified skin to the model made using the original tools (e.g. blender/gmax/etc)

Saving the model in QMe directly will usually degrade the quality in some way, but changing the skin in this way should be safe (assuming you don't do something you dislike on the skin AND you lose the backup you started with). 
Hmm 
Blender has some way to paint on the skin in 3d as well, right? Can you still work in the quake palette when you do that? 
Blender Has Direct-on-model Painting Yes 
But I don't know much about it, never tried it as I don't think it supports layers and palette import. 
Shambler Animation Bugs 
So I noticed one thing.. the way the default Shambler is implented the use of the lighting cast animations is terrible. It frame skips and does not use the entire range from the original model. When looking at it ingame it clearly does not use all the frames and has no interpolation when doing so. Is this just me or do some of the more programmmer skilled folks here agree when looking at the code itself? That be the first place I start to fix the default Shambler in AC's implementation.

As for Channeling casting I would just add a casting look because you can use the first few begin frames and then the last few end frames and the begin and start. I also like the idea of adding a glow shell effect model like on the lost soul and rune knight. For a more souped up shambler he has constant static and glow around him and glowing claws or something. 
Skipping Rope 
I'm not sure that's quite the problem here. The frames which get skipped are magic7 and magic8, but they're hardly different from magic6 in pose. The real jump is between magic5 and magic6, which I guess is meant to be a fast and sudden unleashing. Part of the trouble with tidying that up is that it's also the transition from the lightning ball to the lightning beam, which you can't interpolate nearly so easily. This didn't matter when the shambler was designed of course... 
 
Muzzle flash stops frame lerping for that frame. 
 
Well in the animation I made those frames work much better as a single sequence. Just looks terrible frame skip jitterness in engine now. But its strange that the animation interpolation looks like its not working either during that attack sequence. 
Skiffy 
I believe if an entity does a muzzleflash effect, interpolation is skipped.

I solved this in my code by putting the shambler flash on another entity. 
Beaten By Necros Damn 
 
 
� And this is one of the reasons why I don't like all those hacks that other engines uses to skip frame interpolation. Such hacks overcomplicates the creation of new assets. 
 
Can we fix this in Arcane Dimensions please? :) 
Skiffy 
If I was you I'd email Sock directly, it will make it easier to get everything sorted out. 
 
Just add ef_dimlight to the bolt model. 
 
r_lerpmodels 2 in fitzquake to disable "all those hacks" 
Just Sharing My Enthusiasm 
Hi there, I'm new here.

I recently got interested in quake/idtech again and went from zero to this in the last couple of days

http://i.imgur.com/VyVhPgp.png

I'm really proud because I tried to achieve the same thing at least 10yrs ago but my comprehension was lacking then.
I learned to use blender for modeling and uv-unwrapping on youtube (DarrinLile has some great tutorials)

http://i.imgur.com/CoNfA8k.png

The model is fairly simple and the texture is just a material bake. Next step is painting the skin.
I used the mdl exporter by taniwha and arcane dimension's misc_model entity to make it show up in quake.

* Im still not sure how to properly scale and align the mdl to the floor (any advice on that?)

* Regarding animation I assume I'll set up an IK-rig, animate stuff and then export with the mdl exporter. Next I'll have to learn quakec and tell quake what to do with the stuff (Is my thinking correct here?)

* I've found no comprehensive tutorial on all of this, just scattered information all over the web. Is there like a goto tutorial for creating a monster for quake?

* Also do you guys have an irc channel to hang out at? 
Flp 
IRC chan is http://webchat.quakenet.org/ #terrafusion but it's usually fairly empty. Best to post here most of the time in my experience. 
About Scale 
What I do is importing in an existing quake model, and scale/position mine from this one.
You'll need this plugin: http://wiki.blender.org/index.php/Extensions:2.6/Py/Scripts/Import-Export/Quake_mdl 
Floor 
Is 24 units below origin.
Small boundingbox is 32 wide, large boundingbox is 64. Small to fit. 
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