What are you working on?
Moderator: InsideQC Admins
goldenboy wrote:Hmm. One observation, why does no one get the legs right on female models (either too small or thin, or too long / heavy)... and why all these crappy skins that you usually see on the older efforts.
I don't know. Wen I able to put my hand on some female legs, I will try to take notes to make a better model, and skin.
Maybe is the blocky/lowpolycount/humurous style of quake?
- Teiman
- Posts: 309
- Joined: Sun Jun 03, 2007 9:39 am
Actually, I think the Cory model could use some work in the melee attacks. Otherwise, a fine model.
I know FrikaC made a cgi-bin version of the quakec interpreter once and wrote part of his website in QuakeC
(LordHavoc)
-

frag.machine - Posts: 2090
- Joined: Sat Nov 25, 2006 1:49 pm
which nirvana mod are you speaking of? ArwingXL (was a good buddy of mine) made like 10 of them. I think I have a good bit of them still. Should probably be archived at some point.
-

Error - InsideQC Staff
- Posts: 865
- Joined: Fri Nov 05, 2004 5:15 am
- Location: VA, USA
Everyone gets the knees wrong with female legs, and most often forgot the key part about the different shaped waist. Most female models i've seen for Quake are practically skinny men with stretched chests that stand around unnaturally like a robot, and the best one i've seen done ever in the past is the Sexdroid. It's the only female model in idgames2/ that is female, and unfortunately it's a voluptous one. Fast forward to 2010, this is still the best female MDL that was ever released for Quake. Kind of a shame, but that's natural since all/or-most of the artists moved on to Quake2, Half-Life or Quake3 at the time (which in turn then move into the games industry machine)
No, I don't even think my own attempts are better than sexdroid. This is what happens when you UVmap a lowpoly anime female to conform with Quake's player.mdl skin, you get a transgender Beavis in a Quake uniform
This model turned out better though

No, I don't even think my own attempts are better than sexdroid. This is what happens when you UVmap a lowpoly anime female to conform with Quake's player.mdl skin, you get a transgender Beavis in a Quake uniform
This model turned out better though

i should not be here
- leileilol
- Posts: 2783
- Joined: Fri Oct 15, 2004 3:23 am
Error wrote:which nirvana mod are you speaking of? ArwingXL (was a good buddy of mine) made like 10 of them. I think I have a good bit of them still. Should probably be archived at some point.
In any case, I was talking about this model:
http://zerror.com/mods/female2.mdl

- Teiman
- Posts: 309
- Joined: Sun Jun 03, 2007 9:39 am
C'mon guys... We are talking about models made to a 1996 game. Back then, there were NOTHING ELSE to use as parameter. Heck, the whole .mdl format itself is a nightmare (storing floats into a byte ? LOL!), so this could not be less exciting to a modeller - and don't forget how hard was to make an animated model to Quake from scratch back then. Besides, as leileilol pointed out, things moved quickly toward other tecnologies (Q2/Q3/HL1/Unreal/HL2/etc). That said, you'll find a few rare, stubborn examples like Cory and Sexdroid, the rest being as feminine as a travestied ogre can be (Bazooka babe anyone ?).
Oh, and BTW: God save us from leileilol "girls".
Oh, and BTW: God save us from leileilol "girls".
I know FrikaC made a cgi-bin version of the quakec interpreter once and wrote part of his website in QuakeC
(LordHavoc)
-

frag.machine - Posts: 2090
- Joined: Sat Nov 25, 2006 1:49 pm
By the atheist's gods that model is frightening (leileilol's first pic).
Ryla and leileilol's later model (Hsien-Ko, right?) look quite well-done to me.
I now will have nightmares of leileilol's freaky female character raping ogres, and there's nothing I can do to save them (the ogres) except mercy-shoot them as fast as I can.
Ryla and leileilol's later model (Hsien-Ko, right?) look quite well-done to me.
I now will have nightmares of leileilol's freaky female character raping ogres, and there's nothing I can do to save them (the ogres) except mercy-shoot them as fast as I can.
When my computer inevitably explodes and kills me, my cat inherits everything I own. He may be the only one capable of continuing my work.
- Wazat
- Posts: 771
- Joined: Fri Oct 15, 2004 9:50 pm
- Location: Middle 'o the desert, USA
ceriux wrote:leilei i bet an at least partial custom skin and some hair coming out the back could make that model look a whole lot better...
And flatten the nose (or significantly shorten the sucker). It's better to have Quake Guy's flat face than to have an evil snow white witch's nose. And shorten the neck.
Honestly, from the shoulders down it's fairly well done. It's just the neck and head that are a little off... and when dealing with human models, especially female human models, "a little off" can make a big difference. People tend to prefer that things be completely inaccurate (i.e. bugs bunny, anime, other cartoonish forms, etc), or near-perfect. The middle ground is a mine field.
When my computer inevitably explodes and kills me, my cat inherits everything I own. He may be the only one capable of continuing my work.
- Wazat
- Posts: 771
- Joined: Fri Oct 15, 2004 9:50 pm
- Location: Middle 'o the desert, USA
I have always been fascinated by bot navigation and have always admired how differently each bot author has nudged, pushed, and dragged their bots through obstacles. I have also admired the early Bot Skeletons that were created for us newbies.
To this day I sorely wished that there were more plug and play type of modules for bot creation. So... I've decided to take a look at the traceline function and try to understand it better and to hopefully create some useful code.
Currently I am working on terrain detection modules that can be used to detect a bot's surroundings.
The idea is to input, into a module, the distance, height, and direction you wish to detect terrain.
Each module is designed to detect different terrain types such as: Blocking Objects, Steps, Slopes (including slopes with gaps - Start level), and of course contents.
My pride and joy at the moment is a module that checks for blocking objects like walls, low ceilings, and ledges that are taller than a step. Here is what it will return:
-If there is a blocking object return BLOCKING_SOLID.
-If the blocking object is taller than a step and is not too high to jump up onto return BLOCKING_SOLID_JUMPABLE.
-If there is no blocking solid return NO_BLOCKING_SOLID.
Also, before it returns BLOCKING_SOLID_JUMPABLE it will check for low ceilings above this jumpable solid. We wouldn't want the bot jumping up into a hole that is to small. I really hate that continuous "Huh! huh! huh! huh!" sound they make!
To this day I sorely wished that there were more plug and play type of modules for bot creation. So... I've decided to take a look at the traceline function and try to understand it better and to hopefully create some useful code.
Currently I am working on terrain detection modules that can be used to detect a bot's surroundings.
The idea is to input, into a module, the distance, height, and direction you wish to detect terrain.
Each module is designed to detect different terrain types such as: Blocking Objects, Steps, Slopes (including slopes with gaps - Start level), and of course contents.
My pride and joy at the moment is a module that checks for blocking objects like walls, low ceilings, and ledges that are taller than a step. Here is what it will return:
-If there is a blocking object return BLOCKING_SOLID.
-If the blocking object is taller than a step and is not too high to jump up onto return BLOCKING_SOLID_JUMPABLE.
-If there is no blocking solid return NO_BLOCKING_SOLID.
Also, before it returns BLOCKING_SOLID_JUMPABLE it will check for low ceilings above this jumpable solid. We wouldn't want the bot jumping up into a hole that is to small. I really hate that continuous "Huh! huh! huh! huh!" sound they make!
Good God! You shot my leg off!
-

Junrall - Posts: 191
- Joined: Mon Sep 21, 2009 12:27 am
- Location: North West Oregon, USA
I agree that the Cory model is relatively good, apart from the elephant legs. This one is pretty good, too:
http://www.gamers.org/pub/idgames2/grap ... manv11.zip
Ignore the skin, as always...
leilei, I can't see your pics but would like to :-/
The thing with RMQ is that we need something that can be used as a female marine in a similar style to Quakeguy overall, not an anime or fantasy girl. Our options are limited.
It is correct that Qguy is pretty stylized and doesn't look realistic at all. Hence, we don't need "realism" we need something that fits into the game.
Edit: What we have now is this:
http://www.quaketastic.com/upload/files ... isthis.jpg
Sure, thinnish arms and legs, but same comicky style as Quakeguy and Enforcer, thus it fits relatively well. Next thing: I want to see that skin on the Cory model
http://www.gamers.org/pub/idgames2/grap ... manv11.zip
Ignore the skin, as always...
leilei, I can't see your pics but would like to :-/
The thing with RMQ is that we need something that can be used as a female marine in a similar style to Quakeguy overall, not an anime or fantasy girl. Our options are limited.
It is correct that Qguy is pretty stylized and doesn't look realistic at all. Hence, we don't need "realism" we need something that fits into the game.
Edit: What we have now is this:
http://www.quaketastic.com/upload/files ... isthis.jpg
Sure, thinnish arms and legs, but same comicky style as Quakeguy and Enforcer, thus it fits relatively well. Next thing: I want to see that skin on the Cory model
-

goldenboy - Posts: 924
- Joined: Fri Sep 05, 2008 11:04 pm
- Location: Kiel
Who is online
Users browsing this forum: No registered users and 1 guest
