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Fun with new Quake1 models

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Re: Fun with new Quake1 models

Postby Madfox » Tue Jun 12, 2018 1:34 am

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 to ask him before I can invite him on my Startrack mod.
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Re: Fun with new Quake1 models

Postby frag.machine » Wed Jun 13, 2018 1:40 am

Your pics are not showing to me neither.
I know FrikaC made a cgi-bin version of the quakec interpreter once and wrote part of his website in QuakeC :) (LordHavoc)
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Re: Fun with new Quake1 models

Postby mankrip » Wed Jun 13, 2018 6:10 pm

Madfox wrote:Last ones I made for the Quake Startrek mod.

Image
Quark, oh editor, you took twenty years of my life!
:shock:

Image
Without Rom he wouldn't come very far.

Image
This big chunk I recompiled from another Warhammer monsters(?) "Terminator".
Yes it's large, shoots nails and missiles, and threw me out of the game several times.
:cool:

Replacing the "https" with "http" fixes the image URLs.
Ph'nglui mglw'nafh mankrip Hell's end wgah'nagl fhtagn.
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Re: Fun with new Quake1 models

Postby Madfox » Fri Jun 15, 2018 5:28 pm

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
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Re: Fun with new Quake1 models

Postby toneddu2000 » Sat Jun 16, 2018 9:22 am

Cool. Don't know Quake story very much. Did you create it yourself or was it used in the first alpha release of the game? It would be great to see it in action
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Re: Fun with new Quake1 models

Postby frag.machine » Sat Jun 16, 2018 12:32 pm

toneddu2000 wrote:Cool. Don't know Quake story very much. Did you create it yourself or was it used in the first alpha release of the game? It would be great to see it in action

I can't remember the shield, but otherwise this was the original concept to the ogre.

EDIT: the right hand looks funny, as if misses a couple triangles...
I know FrikaC made a cgi-bin version of the quakec interpreter once and wrote part of his website in QuakeC :) (LordHavoc)
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Re: Fun with new Quake1 models

Postby toneddu2000 » Sat Jun 16, 2018 5:38 pm

frag.machine wrote:I can't remember the shield, but otherwise this was the original concept to the ogre.
ok, thanks

frag.machine wrote:EDIT: the right hand looks funny, as if misses a couple triangles...
lol. in effect, it seems a pig claw, and it's quite creepy I must say! :biggrin:
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Re: Fun with new Quake1 models

Postby Madfox » Sat Jun 16, 2018 9:24 pm

@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 models in action.

Image
Image

@Frag.machine - yes, but the reason for that armtriangle is that it hasn't been patched yet.
Adding the flies is a bit tricky. Also I'm a bit puzzled about the qc,
things like making it laugh when an entity dies, or making it piss on a death player. (OMG).
Here is the QuakeRemake version, that is better shaped.
Still wondering, as the original has a bigger head and axe, while his shield is smaller.

Image
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Re: Fun with new Quake1 models

Postby frag.machine » Mon Jun 18, 2018 5:20 pm

Madfox wrote:@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 models in action.

Image
Image

@Frag.machine - yes, but the reason for that armtriangle is that it hasn't been patched yet.
Adding the flies is a bit tricky. Also I'm a bit puzzled about the qc,
things like making it laugh when an entity dies, or making it piss on a death player. (OMG).
Here is the QuakeRemake version, that is better shaped.
Still wondering, as the original has a bigger head and axe, while his shield is smaller.

Image


Nice! Haven't heard about this QuakeRemake until now, where can I find more about ? I loved the RPG-like description of the character.
About the missing polys: it's okay, I understand this is a work in progress, I thought it was something that just slipped unnoticed.
There is one relevant detail I see different from the first screenshot to your model: the former concept had a nose similar to a pig snout, your model (and the stock Quake ogre) is more human like. Otherwise your model is a pretty good faithful recreation.
I know FrikaC made a cgi-bin version of the quakec interpreter once and wrote part of his website in QuakeC :) (LordHavoc)
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Re: Fun with new Quake1 models

Postby Madfox » Tue Jun 19, 2018 3:53 am

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, like this Axe_Ogre, an amphebian, a Headcrab which was pretty nasty as it sucked the player down. A lot of the coding was done by Suppa. Maps were made by Ijed and RickyT, and I must say they did a splendid job there.

Image

Fortunately the mod went down by critism and too much craftmanship involved. A bit sad as I thought it a very good idea. But as with much of good initiatives you need a strong and competent team to bring it to a good end. Luckely enough there are some good maps produced that were published in demo's. Plan was to recover the whole map pack again in a much better environnement, alas only e2m1rq - e3m1rq and e3m2rq were succeeded.
Then the monster of infinity came through as it became such a big project it stumbled upon itself.

Here's a link from a demo that was made by RickyT, a very nice map fitting perfect in the new engine.
https://www.bing.com/videos/search?q=RemakeQuake&view=detail&mid=CC259D95BA728B683359CC259D95BA728B683359&FORM=VIRE

I searched on the net for the mod, but as there is a name error (there is already another QuakeRemake - not RemakeQuake) it is hard to find. And as the engine is quiet big (200Mb) it is not so easy for me to extend it on the net. I can ask Ijed though, he might know.
It's surely a game you must have played if your interest reaches Quake.

About the pig nose, well I think you could be right, these things slip away working longer on a model. I still can change it anyway, thanks for the notification.
:cool:
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Re: Fun with new Quake1 models

Postby Madfox » Tue Jun 19, 2018 4:30 am

Here is some more info about RemakeQuake:

http://quakeone.com/forum/quake-mod-releases/works-in-progress/4785-remake-quake-project

https://kneedeepinthedoomed.wordpress.com

If you scroll throught the log you'll find the downloads.
:wink:
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Re: Fun with new Quake1 models

Postby frag.machine » Tue Jun 19, 2018 12:39 pm

Madfox wrote:Here is some more info about RemakeQuake:

http://quakeone.com/forum/quake-mod-releases/works-in-progress/4785-remake-quake-project

https://kneedeepinthedoomed.wordpress.com

If you scroll throught the log you'll find the downloads.
:wink:

Thanks for the links, in fact I already knew about this project but got the impression it was another effort I wasn't aware. Yeah, it was a very ambitious project, lots of talented people working together, but maybe this excessive ambition moving the goals all the time was the problem IMO. A more clear and restrained scope certainly would be doable.
I know FrikaC made a cgi-bin version of the quakec interpreter once and wrote part of his website in QuakeC :) (LordHavoc)
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