When I made a mod for Quake1 "The Hangar"of the first Doom level,
there were a lot of sprites like the health bowls.
I made them in Quark6.4 in the map editor, by constructing a kind of skull with the brushes,
gave them a decent skin texture, and put them excact on the 0.0.0 grid.
Then I made some ...
Search found 109 matches
- Mon Apr 06, 2015 12:56 am
- Forum: Modeling
- Topic: Create .bsp models from within maps
- Replies: 54
- Views: 70151
- Mon Apr 06, 2015 12:19 am
- Forum: Modeling
- Topic: converting a mdl3 to mdl
- Replies: 0
- Views: 42096
converting a mdl3 to mdl
I had some time to port a free Q3model of Prior to Quake1.
Problem with the thing it has three parts in the Q3 world, head- torso and feet.
To make it more diverse they all had different frame counts, so in the start I felt like chicken.
Hardest part always are to unit the seperate dxf files into ...
Problem with the thing it has three parts in the Q3 world, head- torso and feet.
To make it more diverse they all had different frame counts, so in the start I felt like chicken.
Hardest part always are to unit the seperate dxf files into ...
- Thu Dec 18, 2014 10:56 am
- Forum: General Discussion
- Topic: What are you working on?
- Replies: 3884
- Views: 6511198
Re: What are you working on?
I've been juggling with the newton fysics plugin of the AnimationMaster.
Rather funny to see objects in a free fall scattering around, or a flag waving.
After setting up a scene it's possible to use computer dynamics to calculate all behaviour of objects,
and export them to 3ds or obj and so on ...
Rather funny to see objects in a free fall scattering around, or a flag waving.
After setting up a scene it's possible to use computer dynamics to calculate all behaviour of objects,
and export them to 3ds or obj and so on ...
- Tue Jan 28, 2014 5:09 am
- Forum: Modeling
- Topic: Need hands weaponmodel
- Replies: 1
- Views: 11781
Re: Need hands weaponmodel
I just made a left handed axe model for Quake1.
You can find it here:
http://members.home.nl/gimli/v_laxe.zip
You can find it here:
http://members.home.nl/gimli/v_laxe.zip
- Wed Oct 30, 2013 7:01 pm
- Forum: Modeling
- Topic: Wingskull Flying monster
- Replies: 16
- Views: 30355
Re: Wingskull Flying monster
I wasn't sure if I had sended you the level.
There was a long period I couldn't login for a strange reason.
I read something on the forum about your comment you hadn't my permission to publish the model.
Hah..,I felt more the other way around.
I made more Q1 models, but never concerned about ...
There was a long period I couldn't login for a strange reason.
I read something on the forum about your comment you hadn't my permission to publish the model.
Hah..,I felt more the other way around.
I made more Q1 models, but never concerned about ...
- Wed Oct 30, 2013 5:53 am
- Forum: Modeling
- Topic: Wingskull Flying monster
- Replies: 16
- Views: 30355
Re: Wingskull Flying monster
Dr Dire.., long time has gone, no email appeared.
If I remembered well you were waiting for aurhorisation of your wingskull.
No need for as it's your design.
http://members.home.nl/gimli/wngskl.zip

If I remembered well you were waiting for aurhorisation of your wingskull.
No need for as it's your design.
http://members.home.nl/gimli/wngskl.zip
- Wed Oct 30, 2013 5:19 am
- Forum: General Discussion
- Topic: Inviting "veterans" modders to say "hi"
- Replies: 76
- Views: 41493
Re: Inviting "veterans" modders to say "hi"
Drunken Ogres never die,
they invite modders
to say "hi".

they invite modders
to say "hi".

- Mon Nov 12, 2012 3:56 am
- Forum: General Discussion
- Topic: What are you working on?
- Replies: 3884
- Views: 6511198
Re: What are you working on?
I have finished a Quake SP level Tormentarium.
https://home.kpn.nl/lo2kf8/thorm.jpg
I had made some static entities like a pumping machine, a waterfall using a coiling slide, pipes with rolling surfaces
to expose turbulence in stead of animated textures, and a weird tessla coil.
So I decided to ...
https://home.kpn.nl/lo2kf8/thorm.jpg
I had made some static entities like a pumping machine, a waterfall using a coiling slide, pipes with rolling surfaces
to expose turbulence in stead of animated textures, and a weird tessla coil.
So I decided to ...
- Fri Oct 19, 2012 8:13 am
- Forum: Mapping
- Topic: Q3 BSP to Q1 BSP?
- Replies: 6
- Views: 5572
Re: Q3 BSP to Q1 BSP?
I made a Quake 2 conversion of the Base1 level to Quake 1.
I did it with q3map2toolz and it converted the base1 file to a rudimentary Q1 map.
It took some time before Quark would open it after replacing all the texture and q3 defs into q1 defs.
Packed it up with q3/q1 texture and places it in the ...
I did it with q3map2toolz and it converted the base1 file to a rudimentary Q1 map.
It took some time before Quark would open it after replacing all the texture and q3 defs into q1 defs.
Packed it up with q3/q1 texture and places it in the ...
- Wed Nov 23, 2011 5:17 am
- Forum: General Discussion
- Topic: If you knew then what you know now...
- Replies: 12
- Views: 3289
Re: If you knew then what you know now...
I'm still as mad as then,
but I knew, I would say now.
I broke up with Qmap in 97 placing entities blindly into the DM maps.
I wanted to play them and there were no monsters, as I had no internet or manual.
Then I started mapping and it never stopped atracting my imagination.
I only knew if I ...
but I knew, I would say now.
I broke up with Qmap in 97 placing entities blindly into the DM maps.
I wanted to play them and there were no monsters, as I had no internet or manual.
Then I started mapping and it never stopped atracting my imagination.
I only knew if I ...
- Fri Nov 11, 2011 3:15 am
- Forum: Mapping
- Topic: Animated static mesh
- Replies: 14
- Views: 6108
Re: Animated static mesh
I would like to make it a makestatic() entity, but where should I count this in?
For now I used a simple "model.mdl" methode.
$frame 1 2 3 4 5 6 7 8 9 10 11 12 13 14
void() plug_stand1 =[ $1, plug_stand2 ]{};
void() plug_stand2 =[ $2, plug_stand3 ]{};
void() plug_stand3 =[ $3, plug_stand4 ...
For now I used a simple "model.mdl" methode.
$frame 1 2 3 4 5 6 7 8 9 10 11 12 13 14
void() plug_stand1 =[ $1, plug_stand2 ]{};
void() plug_stand2 =[ $2, plug_stand3 ]{};
void() plug_stand3 =[ $3, plug_stand4 ...
- Fri Nov 04, 2011 7:48 pm
- Forum: Modeling
- Topic: skeletons, dp and qc?
- Replies: 19
- Views: 10672
Re: skeletons, dp and qc?
Sorry, I've got my browser change screwed.
- Fri Nov 04, 2011 3:34 am
- Forum: Modeling
- Topic: skeletons, dp and qc?
- Replies: 19
- Views: 10672
Re: skeletons, dp and qc?

I see no servers, I lost my qc.
- Fri Nov 04, 2011 3:01 am
- Forum: Mapping
- Topic: Animated static mesh
- Replies: 14
- Views: 6108
Re: Animated static mesh
Make a model and turn it into a static entity.


- Fri Nov 04, 2011 2:47 am
- Forum: General Discussion
- Topic: 8 bit bigmap Halloween special
- Replies: 82
- Views: 30729
Re: 8 bit bigmap Halloween special
Great to see a map like venividifuzi on this scale in normal Quake.
I often wondered what it would be without a gl engine, but in normal Quake it reaches max limit.
I usually play on 800x600 and I must admit it looks crispy in orginal 256 colours, as the skyboxes do.
Found some strange clipping ...
I often wondered what it would be without a gl engine, but in normal Quake it reaches max limit.
I usually play on 800x600 and I must admit it looks crispy in orginal 256 colours, as the skyboxes do.
Found some strange clipping ...