Search found 61 matches

by ShoTro
Tue Jul 29, 2008 12:44 pm
Forum: General Discussion
Topic: Quake 1 + 2 tie-in story line
Replies: 24
Views: 7289

Yeah, grunts have a bunch of electronics strapped to their private parts that stimulate them when they direct fire or kill. Hence the cod pieces. Sorta strogg like, but the enforcer definitely shows this more.
by ShoTro
Tue Jul 29, 2008 12:41 pm
Forum: Modeling
Topic: ShoTro's Quake One Modeling thread
Replies: 22
Views: 11055

yes bring ing up another old thread [hopes u no get to mad] did anyone ever manige to aminate the "mutant" because that is accsually what i was looking for for the grumbler {wich of course is supposedto shoot a hook and was supposed to be made by the side effects of teleporting through ov...
by ShoTro
Sun Jul 27, 2008 6:14 pm
Forum: Gameplay & Design
Topic: Melee Weapons
Replies: 31
Views: 29882

Interjecting my 2 cents. But I would love to see a "halo-esque" melee style of attack, meaning: A melee weapon that attack with a single press of a button, like the mighty foot Melee can't be used while firing or another action Different weapons allow you to use melee at different interval...
by ShoTro
Sun Jul 27, 2008 6:04 pm
Forum: General Discussion
Topic: Realms of Quake -- Help Wanted
Replies: 15
Views: 5167

Hey, I haven't been around a lot since I got a new job, but things are calming down a bit. I have previous experience testing games and programming experience... not much experience with QuakeC. I am a huge RPG enthusiast and have played my fair share of MMOs to know what sucks and what doesn't. I c...
by ShoTro
Sat Jun 14, 2008 4:23 pm
Forum: Modeling
Topic: ShoTro's Quake One Modeling thread
Replies: 22
Views: 11055

leileilol wrote:lol we cud team up and make Versus X
What is Versus X?
by ShoTro
Fri Jun 13, 2008 8:26 pm
Forum: Modeling
Topic: ShoTro's Quake One Modeling thread
Replies: 22
Views: 11055

what app are you using to make these? Blender3D I have about 20 models at this time that are Quake ready, some textured some aren't. I can mock them in about a half hour easily enough once I have an idea, takes a couple days to finalize a model and rig it for animation. are you thinking of animatin...
by ShoTro
Fri Jun 13, 2008 8:14 pm
Forum: General Discussion
Topic: Summer technical difficulties
Replies: 7
Views: 2113

leileilol wrote:The sad part was that I was about to make backups on the day it suddenly died
Eww, that is why I switched to online repositories for any projects I work on outside the office... sorry for your loss on your projects.
by ShoTro
Thu Jun 12, 2008 9:57 pm
Forum: Modeling
Topic: ShoTro's Quake One Modeling thread
Replies: 22
Views: 11055

Haha, lookin' good there ShoTro! :wink: Sorry I haven't gotten back to you on the PM's yet, workload right now is absolutly horrid. :( If things keep up like this, I probably won't have anything ready for qExpo... :cry: Sok, I am working on something worth while that isn't a mod... but is something...
by ShoTro
Thu Jun 12, 2008 4:19 am
Forum: Modeling
Topic: ShoTro's Quake One Modeling thread
Replies: 22
Views: 11055

Visor area could use a little more definition, the visor doesn't connect exactly to the helmet there's a slight indent for the distinguishing effect for the point-of-connectivity. Do that and the model'll look a bit better imo. I like how you kept the top part of the helmet properly intact though. ...
by ShoTro
Thu Jun 12, 2008 12:49 am
Forum: Modeling
Topic: ShoTro's Quake One Modeling thread
Replies: 22
Views: 11055

too big, moved to a thumb at the top of the thread.
by ShoTro
Wed Jun 11, 2008 3:35 pm
Forum: Modeling
Topic: ShoTro's Quake One Modeling thread
Replies: 22
Views: 11055

Looks good... now what about Master Chef? If I am really bored, I can totally do that. I likey, except for the head. Heads/faces are generally important for character recognition and believability, I wouldn't mind seeing you waste some polys on getting the face like it's in Halo or atleast somewhat...
by ShoTro
Wed Jun 11, 2008 2:34 am
Forum: QuakeC Programming
Topic: Rotation (Upside-down) and Negative Gravity?
Replies: 8
Views: 2830

Re: Rotation (Upside-down) and Negative Gravity?

And regardless of the answer to the above, is negative gravity possible where the player would be drawn toward the ceiling. I am assuming here, but since Quoth has the vorelings that can attach to the ceiling upside down I am guessing it is possible. Also for the negative or reverse gravity I think...
by ShoTro
Wed Jun 11, 2008 2:32 am
Forum: Modeling
Topic: ShoTro's Quake One Modeling thread
Replies: 22
Views: 11055

However the game is called Quake, not Quake One or Quake1 or Quake Classic or QuakeWorld ; ) Just good ol Quake Yeah, I know that, you know that, but I can't talk to my friends and say Quake, elsewise they tend to think Quake Wars or Quake 4. I get very very tired of explaining that there was, in f...
by ShoTro
Tue Jun 10, 2008 9:00 pm
Forum: Modeling
Topic: ShoTro's Quake One Modeling thread
Replies: 22
Views: 11055

ShoTro's Quake One Modeling thread

I got this idea from conceptart.org, sort of like a sketch book but for modeling. The idea is that I should at least produce one pic 3-4 times a week. I meant to do this yesterday so I can do a Monday-Wednesday-Friday thing, but I already blew it. XD Just have to play catchup already, but the idea i...
by ShoTro
Tue Jun 10, 2008 4:41 pm
Forum: QuakeC Programming
Topic: Converting MD2 models to MDL
Replies: 4
Views: 2374

his exporter isn't even mature enough to export an animated mdl well Or at all depending on if you touch anything. I am actually looking into it, but it relies on Phython, a language I am not familiar with, although extremely interesting, but with lots of higher math functions and list management i...