#1 posted by mfx on 2015/01/11 09:48:31
#2 posted by Skiffy
on 2015/01/11 10:45:42
Say did you update any other models in the past? Like the normal soldier in the Rubicon Rumble Jam?
Pretty Sure The RRP Grunt
#3 posted by nitin
on 2015/01/11 10:54:08
#4 posted by Skiffy
on 2015/01/11 10:55:20
yea was wondering who did that one.
#5 posted by Spirit
on 2015/01/11 11:53:26
Could you choose are more distinctive filename pretty please? idgames2/graphics/mdl/knight.zip beat you by 18 years.
It's good to see that this model is fixed. It was the worst model after the dog model (on some angles you could see the front of the face from the back of the model as it was so off-center).
Still hoping that capnbubs finishes off the rest of the models though.
This Looks Good
#7 posted by nitin
on 2015/01/11 13:49:32
Also Lowercase Pak File Name Puhlease
#8 posted by Spirit
on 2015/01/11 15:14:48
#9 posted by Breezeep_
on 2015/01/11 15:49:37
#10 posted by -
on 2015/01/11 16:00:00
I have been using this .mdl replacement for several months and it looks awesome! I cannot imagine a world where this knight did not exist.
Please download at use this knight because it owns.
#11 posted by Kinn
on 2015/01/11 16:37:00
The Difference Is Like Knight And Day
#12 posted by Orl
on 2015/01/11 17:45:07
This knight is permanently replacing the older one. Everything about it is better, from the walking and running animations, to the sword swings. Very smooth, much more pleasing to look at. Which is good to, because my next map has a lot of knights in it. :)
Very well done Lunaran.
#13 posted by Lunaran
on 2015/01/11 23:01:12
However you need to repackage it for quaddicted you have my permission.
#14 posted by Lunaran
on 2015/01/12 00:40:14
Also, I forgot to mention in the readme, but obviously everyone's free to modify this and add skins or do whatever and redistribute it.
#15 posted by Skiffy
on 2015/01/12 10:20:31
What software did you use? Open to releasing the source file incase folks want to make another enemy using the animation sets or variations? I plan to do the same when I finish the Shambler. I use 3dsmax though.
#16 posted by Lunaran
on 2015/01/12 16:06:45
Maya plus a custom pile of python plus a modified MODELGEN.EXE. I could zip it all up and release it but I didn't think anyone else had or used Maya so I didn't think to include the .mb files. Is that something a lot of people would want (and be able to open)?
Curious About Your Process.
#17 posted by Skiffy
on 2015/01/12 16:57:36
Oh I have to deal with Maya at work as well though we mainly use 3dsmax. Could be possible to convert it to FBX as well so that folks could reuse the anims on other critters too in any software that supports FBX. Ofcourse at that point the animation is baked flat with no nice rig you might have done inside Maya though.
Lots of custom Python you say? What madness did you do? :)
#18 posted by Lunaran
on 2015/01/12 21:01:20
#19 posted by Lunaran
on 2015/01/12 21:02:54
it's easier now to just use Preach's mdl.py because it's an all in one thing. don't use the thing I linked. it's not there forget it
I'd love to see a tutorial on this, I'm sure if I can map that I could make a half decent model...
#21 posted by necros
on 2015/01/13 00:23:34
I HAD BROWSER PROBLEMS BEFORE SO I COULDN'T POST THIS BUT I'M POSTING IT NOW: THIS IS AWESOME.
#22 posted by scar3crow on 2015/01/13 01:15:16
I liked the pointy helm and sharp shoulders =\
But otherwise, nice.
Getting A Model In Quake These Days.
#23 posted by Skiffy
on 2015/01/13 04:02:13
Actually the easiest thing these days is to simply export your model to FBX and then export it using Noesis to MDL format. I'm doing that for the Shambler remake and its a very straight forward process. My character has a full skeleton which is stripped out on export from Noesis and whatever texture you apply to it becomes part of the MDL. Nice custom UV's as well.
#24 posted by Blitz
on 2015/01/13 04:20:05
It's shocking how bad the old model + anims are when you really look at them.
#25 posted by JneeraZ
on 2015/01/13 12:48:45
I don't think so, actually. When you consider the tools they had at the time and where the state of the art was ... I think they did well enough. :)