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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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Dragonit 
My next attempt to convert Q3 mdl files to Quake1.
This time I took the Dragonite model of Pior, a french artist that made the model.

The hard part is to combine the three parts of the model back to one and import the base dxf into an editor.

From there the trick is to give the model bones and animate them to the basic Quake1 frames. Only thing left is to give it a good flame throwing breach to attack the player, which I can only append to the Quoth mod.
Wish I could expand the s_explode.spr better in qc.

dragonit 
 
Someone needs to do a tutorial on how to create quake models... here's looking at you MF. 
Damn QmE 
Okay this is wierd
Some times ago I was able to Import the nailgun moel into Blender thanks to that mdl script
Now I want to mess with Q2's chaingun model, so I saved it as a .mdl model. Messy palette aside (I verified if qmE can open the resulting mdl file), I try to import it in Blender but it can't open it, saying "Unrecognized format: RAPO 50".
Anyone got a solution to this? 
 
you could try using another model editor such as QuArK. Open the .mdl in that and save. That *may* correct the format and allow you to open it in blender. 
@Daya 
RAPO says you saved it in hexen2mp's (aka: portals, or pop) model format. There should be some option to switch back to quake's model format instead somewhere (disclaimer: its been a looong time since I used qme). And then you can open it with qme and reexport to quake's format instead. 
That Did It Necros, Thanks! 
 
 
Yep 
Those are rad. 
Nice... 
Origami :) 
This You Need 
Find yourself this little prog,
load your beloved dxf model,
get some glue and scissors,
paint them up..,

and they're yours! 
Lovely 
Thx! No more staring at faint lcds, im out sniffin some glue. 
3D Printer 
Has anybody tried already to reproduce Quake monsters with a 3D printer ? 
I Don't Think So 
But if there's anybody who should, it's Madfox. 
I Thoughed So 
It's possible.., although making the flatten layout of the dxf model results into a scattered field of forms.

I tried to fill in the player's skinn into it, but with all fields in diverse angles my printer got blurred.

not sure if the link works, I got a troubled server.
<img src="http://i59.tinypic.com/10wtm4x.jpg" border="0" alt="Image and video hosting by TinyPic"> 
No 
it doesn't, so don't! 
Fixed Link 
http://i59.tinypic.com/10wtm4x.jpg

coo! is that your model Madfox? 
Nice!! 
needs a lick of paint :) 
 
I wanna see some 28mm models of quake monsters made in the style of 3rd edition warhammer minis (not the new rubbish), and painted by Shambler. 
Smabler 
Make me a Quake pen-and-paper RPG 
 
"You are in a dark castle controlled by the evil minions of Quake!"

"I shoot a rocket"

"There's nothing here"

"I want to check for secrets!"

"It's too dark, you can't see any hints on the wall. There's nothing for you to aim at."

"I attack the darkness!"

"Ok fine. You shoot a rocket. It hits a Shambler you hadn't noticed and does basically no damage and you are instantly hit with a 4d20 LightningBolt and turn into a fine gooey paste"

"I quickload!" 
 
having a single quicksave token in a tabletop RPG sounds like an intriguing idea tbh 
 
If I remember right, I think Descent: Journeys in the Dark had extra life tokens (maybe it was just health potions? there were a fuck load of tokens in that game) you could buy in town because sometimes the overlord player was a dick and would save up 'threat'so as to spawn a ton of extra monsters along with a dragon and murder the heroes over and over again. (Players won by completing the dungeons, Overlord won by collecting enough 'conquest' tokens via killing the players) 
GTKRadiant 1.5 Displaying Mdl Error 
Not that critical but out of curiosity does anyone know why this happens in radiant:

https://www.flickr.com/photos/129414687@N03/16287396643/

The models show up fine in game, the original models also show up fine in the editor. 
 
is that a special version of the ammo box? I notice there's an inset area where the shells are. Maybe there's a cached version in the editor that is the original one?? no clue though, just guessing... 
 
Nothing to do with caching as you have to point to what model to use... I'm guessing it's on radiant's side on how it reads the format as it reads fine in Qme and Quark. 
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