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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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I Havent Tried Myself 
Indeed 
well, it could be turned pixel density by lowering the model polycount. which crab are you referring to? the one with visible legs, or the one that i showed in the 3 images (the one that has a big mouth, and 2 antennas) 
MDL Blender Exporter 
I Like The Concept 
I also agree that the first model you posted was too high poly for q1. The second concept (from the video you posted) looks would fit it to sewer maps or tight maze maps perfectly. 
Willy The Spider Was Crablike 
Perhaps you could use it as a base? 
Pic 
Re: Shamblernaut 
Yes! I think the Classic Macra would fit in good!

but could someone (other than me, for i am not too good at all at making models) make a model for it? 
There's A Bug In Several Custom Models Out There 
I've found out that several custom models out there have inverted lighting normals. This screws up with directional lighting in engines that supports it.
Here's a video.

Can this be a Blender exporter issue?

Rescaling the model in qME makes qME recreate the lighting normals, but the smoothness across non-continuous areas is lost, so it isn't a proper fix. 
 
That is some old skool investigation. Interesting. 
More Crab 
Ok, so, conidering my last post, what happens if you request someone to do a model the way I did on my last post, by simply asking (after giving info) Also, what is the best Quake 1 map editor out there? 
 
Jackhammer and TrenchBroom are the most commonly used map editors.

http://www.celephais.net/board/view_thread.php?id=60335&start=1284

http://www.celephais.net/board/view_all_news.php

Also: you are very new, the emphasis of this thread is more self-help and a good storage of information and helping someone already familiar with modelling figure out how to get them into Quake (which can be quirky). You can make requests, but the thread info also cautions those "may well be met with silence".

(i.e. if you are real lucky someone might "do it for you", but those would probably be something like a knight holding a different weapon or something simple and someone owes you a favor or likes your existing body of Quake maps that you have built).

You might consider getting familiar with map editors, maybe play some Arcane Dimensions (its open source, has a lot of monsters) and do some QuakeC tutorials.

http://www.celephais.net/board/view_thread.php?id=61270

https://www.youtube.com/watch?v=8YsKfkV6LV4

Doom monsters are just sprites right? Quake is far more complex than Doom and you probably should level up on mapping and QuakeC before walking down that hard road. Arcane Dimensions has quite a number of new monsters and the source code is with the download.

Arcane Dimensions has so much it can do, it should entertain you.

There is also Quoth:

https://www.quaddicted.com/webarchive/kell.quaddicted.com/ (Arcane Dimensions has some of Quoths monsters in it). 
Mankrip 
i know that the 3ds to md3 converter i use didn't generate normals at all unless i explicitly clicked a button to do so. i never actually noticed until sock pointed it out to me though. 
Darkplaces 'quake.exe' 
Ok, most quake modding tools request a file called 'QUAKE.EXE'

What is the 'QUAKE.EXE' Of Darkplaces? 
Darkplaces.exe Or Darkplaces-sdl.exe 
 
Ok, Got Darkplaces.exe. 
now, what are the:

-Base Game Directory

-Source Maps Directory

and

-Model Viewer

for Darkplaces Quake 1 Jackhammer? 
 
-id1
-where you put the maps you're working on
-where you put the model viewer software you're using, like qmE 
 
 
And if you don't have pakscape already, you better have it available.

https://www.quaddicted.com/files/tools/pakscape-011.zip

And probably texmex:

https://www.quaddicted.com/files/tools/texmex_34.exe 
Got QME 
but how do i use it? it says for windows 95 only, I am windows 7 
 
There is a qmelite.exe

Double click it. I am on Windows 7 and it works for me. 
 
Lastly:

As far as I know TrenchBroom doesn't have docs (nothing does except for ancient Worldcraft 1.6)

But entity stuff applies to any editor:

Tutorial: http://www.quake-1.com/wc16a-tutorial/

Entity reference: http://www.quakewiki.net/archives/worldcraft/entity/standard/standard.shtm 
Monster Design 
@Hiro-Hamada, I would recommend starting with the design of the monster first before modelling, especially if you plan to create the QC.

Think about its attacks, range or melee or both! Does it have any special ability? jumping, charging or stomp attack! What scale is the monster going to be? Can it fit through small gaps, drop off ledges or will it require special wide doors? What speed is this monster going to be? How aggressive will it be towards the player or other monsters?

All these considerations will affect how the monster is used and what animations, sounds and additional models it might need. 
OK... 
Already have the monster design (Post # 1296)

It's attacks are described (some sort of claw pinch) a video of it's animations is provided (minus pain, attack, and death) I described how it dies, It's range is a bit far (arm length) It's a bit of an aggressive crab, heck, the pictures of the monster is provided in post # 1296! and I already have all of it's sounds.

Additional Models? 
Additional Info 
Hiro-Hamada 
The best way to do such things is to do it yourself. You're certainly passionate about it, and that's the key to making a really great work. This will motivate you to learn how a modeling tool works, and by working on it yourself you'll be able to tweak all of the little details in it to make sure it'll come out as you expect.

It may seem intimidating at first, but actually it's the best way to get help. When you need to figure out how to do rigging, uv mapping and so on, people can help by giving answers or by pointing you in a direction where you may figure it out.

The creative work of translating such technical skills into an artistic design is something very personal, and the quality of the final result tends to be directly proportional to how involved the person working on it is.

I recommend taking a look at how flp progressed on his model here for inspiration. Follow his replies to see how things worked out for him. There's a good amount of information in that discussion. 
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