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 ...
@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 ...
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.
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)
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 ...
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.
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.