Forum

Quake really needs some generic .mdl open source models

Discuss anything not covered by any of the other categories.

Moderator: InsideQC Admins

Postby ceriux » Mon Nov 03, 2008 2:48 am

for just reskinning original id models open the model directly into qme then export the texture make your new one then import it and delete the old.
User avatar
ceriux
 
Posts: 2223
Joined: Sat Sep 06, 2008 3:30 pm
Location: Indiana, USA

Postby morphed » Sun Nov 09, 2008 1:23 pm

http://www.quakeexpo.com/booth.php?id=69

maybe this will help you like q1 monsters more :)
morphed
 
Posts: 1
Joined: Sun Nov 09, 2008 1:14 pm

Postby Baker » Tue Nov 11, 2008 3:55 am

morphed wrote:http://www.quakeexpo.com/booth.php?id=69

maybe this will help you like q1 monsters more :)


Those are some really nice monster skins you made.

Btw, I see that you have made some models for Nexuiz. Keep up the good work.
User avatar
Baker
 
Posts: 3666
Joined: Tue Mar 14, 2006 5:15 am

Postby mankrip » Fri Dec 05, 2008 2:55 pm

Sorry, haven't read the whole thread yet. But I've got two cents to drop here:

There isn't a section for modelling in this forum. Maybe adding one would encourage people to work on them, or at least organize what we have.

It seems to me that modders have a tendency to not like replacement models, since replacement models aren't hard to find. In fact, many QC and engine coders also seems to be like this, since they build their projects on top of the vanilla code without taking bugfixes and other important changes from other engines. They seem to have no overall quality standards, it's like they just want to add their touch into the game and that's it. Not all modders are like this, but many are.
User avatar
mankrip
 
Posts: 915
Joined: Fri Jul 04, 2008 3:02 am

Postby ceriux » Fri Dec 05, 2008 3:13 pm

that would be nice :)
User avatar
ceriux
 
Posts: 2223
Joined: Sat Sep 06, 2008 3:30 pm
Location: Indiana, USA

Postby Baker » Fri Dec 05, 2008 6:35 pm

mk wrote:In fact, many QC and engine coders also seems to be like this, since they build their projects on top of the vanilla code without taking bugfixes and other important changes from other engines. They seem to have no overall quality standards, it's like they just want to add their touch into the game and that's it. Not all modders are like this, but many are.


I'd guess maybe that it isn't that "they" want that result, but that the information isn't easily available on what those fixes are and where they can be obtained.

Both progs 1.06 source code and glquake source code are very buggy.

In an ideal world, a gently bug-fixed and constantly maintained baseline would be very nice. Not something that is some person X's perspective but a general consensus baseline.

Something that contains ONLY true bug-fixes and maybe if it has any common sense improvements, have them optionally IFDEF'd in the code. (FTEQCC supports IFDEFs so why not).

In the world as it exists now, this stuff can be difficult to track down and understand.

I know I'd like to see a community maintained progs 1.07 that contained only true bug-fixes (like the QIP stuff).
User avatar
Baker
 
Posts: 3666
Joined: Tue Mar 14, 2006 5:15 am

Postby CocoT » Fri Dec 05, 2008 7:11 pm

Oh, QC coders, such quality-standards-hating bastards!
Neurotic Conversions - New location: Update your bookmarks!
User avatar
CocoT
 
Posts: 695
Joined: Tue Dec 14, 2004 5:39 pm
Location: Belly-Gum

Postby CocoT » Fri Dec 05, 2008 7:14 pm

... I do agree that a modelling section in the forum might be a good idea, though.
Neurotic Conversions - New location: Update your bookmarks!
User avatar
CocoT
 
Posts: 695
Joined: Tue Dec 14, 2004 5:39 pm
Location: Belly-Gum

Postby Baker » Fri Dec 05, 2008 7:27 pm

CocoT wrote:Oh, QC coders, such quality-standards-hating bastards!


On the engine side of things, I cringe when I see glquake complete with it's dumpster full of bugs ported to other platforms :roll:

There should be a bug-fixed authentic glquake/winquake source.
User avatar
Baker
 
Posts: 3666
Joined: Tue Mar 14, 2006 5:15 am

Postby leileilol » Fri Dec 05, 2008 7:56 pm

Baker wrote:There should be a bug-fixed authentic glquake/winquake source.

tyrquakeOH WAIT THAT'S NOT QRACK JOEQUAKE FITZQUAKE PROQUAKE ETC THEREFORE DOESNT EXIST
leileilol
 
Posts: 2783
Joined: Fri Oct 15, 2004 3:23 am

Postby Baker » Fri Dec 05, 2008 8:14 pm

leileilol wrote:
Baker wrote:There should be a bug-fixed authentic glquake/winquake source.

tyrquakeOH WAIT THAT'S NOT QRACK JOEQUAKE FITZQUAKE PROQUAKE ETC THEREFORE DOESNT EXIST


TyrQuake is a nice engine and has a 2008 release. And I've heard it is one of the easiest to compile on Linux and appears to compile on BSD.

But the reason I don't generally mention TyrQuake is that the changes in TyrQuake tend to be very similar to FitzQuake and aguirRe's Enhanced GLQuake and follows the same idea path of those engines ("mapper engines").

So if FitzQuake or aguirReQuake have an unresolved issue, it is almost certainly going to be an issue in TyrQuake. All 3 generally have all the fixes the mapping community thinks about a lot and historically [and I think history is changing] tend to not have fixes that the mapping community doesn't think about much.

Which is no different to the NQ/QW being very strong in multiplayer bug fixes and lacking mapping fixes.

As a result, I like to look at these engines in totality:

JoeQuake = speeding running community engine
ezQuake = Quakeworld community engine
Qrack/ProQuake = NetQuake community engines
DarkPlaces/FTEQW = Modding community engines
Fitzquake/aguirRe Quake = Main mapping community engines

/yeah I edited the post
User avatar
Baker
 
Posts: 3666
Joined: Tue Mar 14, 2006 5:15 am

Postby xaGe » Sat Dec 06, 2008 12:17 am

Ditto... :)

CocoT wrote:... I do agree that a modelling section in the forum might be a good idea, though.
User avatar
xaGe
 
Posts: 461
Joined: Wed Mar 01, 2006 8:29 am
Location: Upstate, New York

Postby mikeeusa » Mon Dec 15, 2008 4:18 am

leileilol wrote:
MauveBib wrote:so they can happily be leached and used by others as long as they remain GPL.

Yeah but how about those compilation mods? And mods that derive from other games resources? You can't really have both together. If it were the LGPL sure, but no

And I see mikeeusa has registered to this forum, probably from this topic of interest... brace yourself for the 'death to women's rights and liberties' hate from that lifeless moron. (or a lame plug of his site, at the least which is a vehicle of hate speech in itself)


Lifeless? Explain?
Surely you mean soulless, as in "you and your friend are have no souls, listening to that fucking soulless german bullshit" as my cusin would say when wishing to enjoy "life-is-hard" genre american rock-n-roll at my house rather than what I like.

What did I ever do to you leilei; I don't recall ever even talking to you.

PS: what do you think of my maps?
mikeeusa
 
Posts: 14
Joined: Wed Oct 29, 2008 1:02 am

Postby SamUK » Sun Dec 21, 2008 6:38 am

A little late to the party ?

I could possibly make some mdls for you guys :)
Working on Solitude
SamUK
 
Posts: 101
Joined: Wed Dec 17, 2008 6:47 pm
Location: United Kingdom

Previous

Return to General Discussion

Who is online

Users browsing this forum: No registered users and 3 guests