Search found 109 matches

by Madfox
Tue Jun 19, 2018 4:30 am
Forum: Modeling
Topic: Fun with new Quake1 models
Replies: 26
Views: 28904

Re: Fun with new Quake1 models

Here is some more info about RemakeQuake:

http://quakeone.com/forum/quake-mod-rel ... ke-project

https://kneedeepinthedoomed.wordpress.com

If you scroll throught the log you'll find the downloads.
:wink:
by Madfox
Tue Jun 19, 2018 3:53 am
Forum: Modeling
Topic: Fun with new Quake1 models
Replies: 26
Views: 28904

Re: Fun with new Quake1 models

The QuakeRemake Project was started around 2010 with diverse people, who had the intention to make Quake better in updating the engine. It had a lot to do with rag dol physics, better movement, introducing gadgets like rain, hd textures, and a lot of other good stuff. I made some new models for it, ...
by Madfox
Sat Jun 16, 2018 9:24 pm
Forum: Modeling
Topic: Fun with new Quake1 models
Replies: 26
Views: 28904

Re: Fun with new Quake1 models

@tonneddu2000 - I made it myself after I saw some old pictures of the first release of Quake. I thought it a pity he wasn't in the game, but I could only make it throw an axe. So after some hussling with the QuakeRemake team Ijed succeeded to implement a shield attack. FourFeather has some working m...
by Madfox
Fri Jun 15, 2018 5:28 pm
Forum: Modeling
Topic: Fun with new Quake1 models
Replies: 26
Views: 28904

Re: Fun with new Quake1 models

I'm recompiling the TimeQuake Ogre, from the garage pic from Romero.
Complete with flees, peeing and all.
I've got the feeling his axe and head are too small and his shield is too big.
Small concerns for such an acient creature.

Image
by Madfox
Tue Jun 12, 2018 2:46 am
Forum: News & Announcements
Topic: Submit Pic of the Day
Replies: 27
Views: 42027

Re: Submit Pic of the Day

Image

Beer Me Up, Scotty! :lol:
by Madfox
Tue Jun 12, 2018 1:34 am
Forum: Modeling
Topic: Fun with new Quake1 models
Replies: 26
Views: 28904

Re: Fun with new Quake1 models

I just found the source of the "Terminator". This model was created for a unit animation for the Civilization III game which you can see at http://forums.civfanatics.com/showthread.php?t=115031 The geometry of this model is copyright of Stephen Upton (aka Muffins) So I think I first have t...
by Madfox
Mon Jun 11, 2018 8:51 pm
Forum: Modeling
Topic: Fun with new Quake1 models
Replies: 26
Views: 28904

Re: Fun with new Quake1 models

Last ones I made for the Quake Startrek mod. https://home.kpn.nl/lo2kf8/quake/models/quark.gif Quark, oh editor, you took twenty years of my life! :shock: https://home.kpn.nl/lo2kf8/quake/models/rom.gif Without Rom he wouldn't come very far. https://home.kpn.nl/lo2kf8/quake/models/terminus.gif This ...
by Madfox
Sun Sep 17, 2017 10:04 pm
Forum: Modeling
Topic: player model size?
Replies: 5
Views: 5931

Re: player model size?

First time I added a model to Quake it turned backwards. What size measure assumes I take my benefit on Quark4.07. It has degrees to relate to and make positioning a lot easier. Qmle is rather hard to obtain as there is only a ground grid. And although positioning in Quark is a bit kinky, it's easie...
by Madfox
Tue Sep 05, 2017 5:22 am
Forum: General Discussion
Topic: What are you working on?
Replies: 3884
Views: 6125613

Re: What are you working on?

Good start, ceriux! First attempts are really the best way to get used to the modelling settings. While playing Chasm_theRift I became involved in the Dino. There is less chance to extrakt them from the game, so I tried my own skills. http://home.kpn.nl/lo2kf8/quake/models/lizzy.gif I'm also a bit i...
by Madfox
Sat Aug 26, 2017 11:11 pm
Forum: Modeling
Topic: Questions on Quake 1 MDL
Replies: 5
Views: 5271

Re: Questions on Quake 1 MDL

Maximum skin size = height 300 width varies.. I found height 280 the best limit. For the size it seems 1000vertices 2000 triangles are maximum. I use a comercial Animation Studio to make animations. Then import and the 3ds in Qmle. It chooses it own skin size. Another good model studio for Quake1 is...
by Madfox
Wed Jul 19, 2017 12:15 am
Forum: Modeling
Topic: Fun with new Quake1 models
Replies: 26
Views: 28904

Re: Fun with new Quake1 models

Modelled a "Venus Fly Trap" for defeating the knights!
Hard part is coding it so it could swallow the player,
and to keep it a static entity.

Image

Image
by Madfox
Wed Jul 19, 2017 12:01 am
Forum: General Discussion
Topic: What are you working on?
Replies: 3884
Views: 6125613

Re: What are you working on?

how many work hours took to obtain a map that big? To be honest, the map is a remake of a mod "Abandon" I made. My first attempt to create an episode with 24 looney maps. I wondered what the best maps were for a remake. Editors nowadays are much more precise, so it's quiet a challenge. If...
by Madfox
Sat Jul 15, 2017 9:33 pm
Forum: Quake Events
Topic: Expo 2017?
Replies: 3
Views: 4598

Re: Expo 2017?

Always in for a booth Quake!
Not an organizer but more a fluctial participant.

Anyway..,
happy 21th birthday Quake!

:cool:
by Madfox
Tue Jul 04, 2017 9:29 pm
Forum: Mapping
Topic: large maps help
Replies: 23
Views: 34891

Re: large maps help

Quick google pointed to this.
It's a readme of Lord Havoc and Vic.

https://github.com/mUogoro/QuakeHordes/ ... readme.txt

:cool:
by Madfox
Mon Jun 26, 2017 12:26 am
Forum: Tutorial Help
Topic: Ceriux's Nub Tutorials [Compiling a quake 1 .mdl]
Replies: 16
Views: 18119

Re: Ceriux's Nub Tutorials [Compiling a quake 1 .mdl]

That way you avoid the messy dxf scrambling that occurs in the mdl format.
The mdl3 is much more efficïent and can be converted with mdl3tomdl.
The model will look better, only the skinfile is a bit of a hussle.