News | Forum | People | FAQ | Links | Search | Register | Log in
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".
First | Previous | Next | Last
 
Madfox made a model.

Models can't do raycasting. ;-) 
 
nononono.. I mean program code? 
Trimming Quaker Flakes. 
I trimmed the flakes into a circling motion so the symetry is broken, but by scaling them out the shape of the flakes become to pronounced.

mdl

In game the large shape is rather out of place, or I should try to make them smaller.

@newhouse- I'm already glad I can spawn the static without typo's. My first idea was to use the viewport to project a transparanr sprite, but that wouldn't have depth.
Maybe a sphere that surrounds the player could catch up with a static ebtity, but as far as I know statics are lame. 
New Monster 
Axe Effect 
https://drive.google.com/open?id=0B9DxOfPvG2G1Y1BSWmRJMkczY1U

New: axe, grenade, nail, super nail.

Changes:

- Lots of tweaks.
- Played around with Edge Split, mostly for source ports that use Gouraud shading in a meaningful way.
- The view weapons should look semi-inoffensive in FOVs up to about 130. In Quakespasm anyway. The value might be lower depending on your engine and settings.

Then there are optimizations of various levels of retarted. They were supposed to make the models look better in software engines, Darkplaces, and the like, without affecting how they look in Quakespasm et al. Results:

- My sources are a mess.
- The result for software engines is underwhelming.
- Darkplaces and DirectQ look serviceable.
- I introduced a very subtle glitch in the intended engines.

Nevertheless, I think it was educational. I probably won't do that again. Making two versions of each model (just like I wanted from the start) would most likely be a better solution. I thought it would make a mess, but now I'm not sure which of the two evils is the better one.

One thing the latter approach would certainly help with is getting 100% OK result for each engine (instead of 99% for half of them, and 80% for the other half).

One thing the current approach is good for is a partial conversion with maps. I wouldn't want to complicate it with two possible setups. Another reason to not redo everything immediately is the fact that I'd have to go over the skins again just to be thorough. Ugh.

Despite all this, I more or less got to the point where I almost don't really hate this thing all that much, so I'm considering it to be one-point-zero. 
Downloaded, Will Try Later 
 
 
Incredible work Dwere !!
I like them very much.

If you need some comparism screenshots or gifs, please visit this page:
http://quakeone.com/forums/quake-mod-releases/finished-works/12408-new-faithful-weapon-rework-dwere-da-werecat.html

Thanks again,
Seven 
 
Heh, wow. Thanks.

Yeah, the gifs are appreciated, since I didn't make such comparisons myself (other than between versions, comparing new models to slightly older new models). 
 
Very good job, dwere. I'll stick to the hi-poly weapons I have installed but I can definitely see this as a default replacement for id's originals. Well done. 
Mugwump 
What is the version you're using ? Where can we find it ? 
One Point One Now 
https://drive.google.com/open?id=0B9DxOfPvG2G1YXRNZ0JqQVNHdTg

Fixed subtle glitchy seams where I found them. 
Barnak 
I'm using Ruohi's. Check this link: http://quakeone.com/forums/quake-help/general-help/10727-definitive-hd-replacement-content-list.html
They're the first entry in the "Weapons" section. Two .pk3s to drop in \id1, one for the equipped weapons in the player view and one for the pick-ups. If your engine doesn't support .pk3 format, just unzip them in \id1. 
Mugwump 
The link is akward to use, and I need a proper .pak file to work with Quakespasm. And I'm on OS X, so I don't have any tools to make pak files.

Please, could you give a link to a proper weapons PAK file for Quakespasm ? 
Barnak 
Awkward to use? Huh! In what way? I can access the page just fine, even on my phone. The dropbox links to the files are at the top of post #2. pk3 is simply a renamed zip, so you can extract the files and build the pak yourself using a program like PakScape - I have no idea what programs exist on Mac, so the research is up to you. If you still can't manage to sort it out, let me know and I'll see what I can do. 
Mugwump 
Thanks,

I successfully downloaded both pk3 files and unzipped them. I'm getting several prog and textures files, that I could drop into the prog and textures folders in the id directory, but they don't show in Quake. I'm not even sure that Quakespasm could use them. I'm unable to find any tools on OS X to make them in a proper PAK file for Quakespasm.

Is it possible for you to try to make a PAK version for Quakespasm ? That would be great ! 
 
Quakespasm complains about the wrong MDL version number. Apparently, these models are in a modified format or something. 
 
I made a pak with the files and tested it in QS. It doesn't work. Apparently there needs to be some modification to the progs.dat to make them work, but this goes beyond my knowledge. Use them in Darkplaces or search for info on how to make them work in QS. I'll upload the pak if you want but besides that, I can't help you further. Sorry. 
 
That second (allegedly more faithful) weapon pack works in QS (unpacked), but the external skins don't load. It makes some models black or indistinguishable from the stock ones. 
Thanks Mugwump 
No need to upload the PAK (unless someone else wants it), since it wont work in QS anyway. This is sad, since these HD weapons look awesome.

It would also be great to have an HD version of the HUD, in Quakespasm (I'm not asking HD textures for the game itself, i.e. monters and maps, since it would look ugly for that old game).

dwere, your weapon PAK is working great. The improvements are very subtle, though. Personally, I would prefer some higher HD weapons, since I have them "in the face" constantly, like the HUD. 
 
A quick glance at this thread http://quakeone.com/forums/quake-help/quake-clients/12339-quakespasm-hd.html and I found an answer by our esteemed Baker: "Quakespasm doesn't support model replacement textures." There you go. Maybe the Spiked version does?

For QS, use either dwere's pack or NightFright's Authentic Model Compilation. The latter will replace the original models of monsters, weapons and pickups with slightly higher poly versions while using the same textures.

Or switch to Darkplaces if you want to dabble in HD content, that's the best solution for now. 
 
The improvements are very subtle, though.

Well, that was the point.

I haven't tried myself at HD content yet. Well, excluding some embarrassing crap I made when I first discovered Tenebrae. Luckily, I had enough sense in me to not share it with anyone.

Maybe the Spiked version does?

The changelog doesn't mention it, unless I'm missing something. 
Subtle But Great, Dwere 
I'm sticking to Ruohi's for DP but your pack is definitely adopted for my QS. I find yours better than NightFright's, especially the axe, GL, RL and LG. Not sure about the big thingie you added on the handle of the SNG though, but I'll get used to it. 
Dwere 
In case you don't know, Seven created this thread http://quakeone.com/forums/quake-mod-releases/finished-works/12408-new-faithful-weapon-rework-dwere-da-werecat.html
There's a guy there complaining that your pack causes the demos not to play on vanilla/PSP. 
Erratum 
Upon closer inspection (I opened the pak file), it would appear that NightFright's pack does NOT replace the weapons. 
Crap 
I included quake.rc to modify some settings, and I forgot that it was based on an already modified quake.rc that didn't include the startdemos command.

I'll fix it later. 
First | Previous | Next | Last
You must be logged in to post in this thread.
Website copyright © 2002-2024 John Fitzgibbons. All posts are copyright their respective authors.