Search found 109 matches

by Madfox
Fri Oct 21, 2011 1:29 am
Forum: Modeling
Topic: the technique u use to make a quake mdl
Replies: 45
Views: 44476

Re: the technique u use to make a quake mdl

Wally is also a fine Quake I-II palette editor, though it works with bmp.
by Madfox
Sun Sep 18, 2011 6:16 am
Forum: Mapping
Topic: Converting Doom maps to Quake
Replies: 23
Views: 9440

Re: Converting Doom maps to Quake

I made a convertion of the ZDoom models in "The Hangar" map. It's a quake map, but in the pakfile you'll find all Doom monsters converted to Quake1. Even most sprites are included as well as the qc files. You could use it as a start to realize your Doom maps in Quake1. http://members.home....
by Madfox
Sat Sep 10, 2011 3:48 am
Forum: Modeling
Topic: the technique u use to make a quake mdl
Replies: 45
Views: 44476

I know that I longed to have QMLE, but I had no internet to download. It was never available with a program. The only thing I could manage to work with was Quark4.07, which so far the only version with a model studio. Not to be underestimated! I have been to work with Blender, but it lasts like in M...
by Madfox
Sat Jul 02, 2011 5:38 am
Forum: News & Announcements
Topic: RockPaperShotgun Quake Article
Replies: 14
Views: 15626

Quake struck a hole in the wall of my imagination. Since then there is a mistral coming from I can't resist. I was playing with the Build engine of DN3D that days when it arrived and left a crater in my further creative process. A year later quake2 came out but I felt like there is only one. The pos...
by Madfox
Mon Jun 13, 2011 8:49 pm
Forum: Modeling
Topic: Wingskull Flying monster
Replies: 16
Views: 14839

@DrDir > I know there are other ways to include the original 256x256 skinfile in the Editor, but this involves mdl3 editors. As I have only experience in mdl and mdl2 I try to avoid them. So I took the 3DS file and imported it in my AnimationMaster. Then it is possible to turn the model in the edito...
by Madfox
Mon Jun 13, 2011 12:50 am
Forum: Modeling
Topic: Wingskull Flying monster
Replies: 16
Views: 14839

It is a coïncidence of DrDire's model and Madfox's model capacity.
There's no license, I just finished the model.
You''ll see it soon in Quake.

DrDire.., can you give me your email.
I will send you the model with the new poses.

8)
by Madfox
Sun Jun 12, 2011 7:39 am
Forum: Modeling
Topic: Wingskull Flying monster
Replies: 16
Views: 14839

I had tried the skin tex, but it was too big. My first skin texture was about 49 x300. Then I changed the shape of the base.3Ds and then it became 109 x 308. Still the half of the original. With QMLE it is easy to change the position of the wings. http://members.home.nl/gimli/skullwing.gif Here is t...
by Madfox
Sat Jun 11, 2011 6:40 am
Forum: Modeling
Topic: Wingskull Flying monster
Replies: 16
Views: 14839

Hey DrDire..., I made a rough sketch of the 3DS file, imported it into AM2005, turned the model right for a good skin file as I couldnt import the given one. For me it's easy to convert the model, only problem is that the file format of the skin won't import. Once the basemodel is set with bones it ...
by Madfox
Fri May 27, 2011 1:49 am
Forum: Modeling
Topic: simplifying mdl model (quake portal gun)
Replies: 35
Views: 9764

Hey Siska.., had a rough scetch, decided to replace the 24not cirkel by a 8not, remodelled a bit and had this outcome. Replacing resulted to a 925 tris and 3027 verts one. I don't know if I could tighten things further, but from a far vieuw of point it has something of the valvegun. http://members.h...
by Madfox
Tue Apr 12, 2011 9:00 pm
Forum: Modeling
Topic: Transparent texture?
Replies: 12
Views: 4685

I used the transparant effect by transporting the model to a sprite. There's a good sprite-editor from FricaC that can obtain the effect by using one of Quake's colours as alpha chanel,while importing small bmp. It's a bit in the way like the grenade explosion, which also makes use of the transparan...
by Madfox
Thu Apr 07, 2011 4:34 pm
Forum: Modeling
Topic: Crouching Animation
Replies: 11
Views: 3993

I asked the question on Func_msgboard. Me was told to lower the bouncing box of the model, and then place the player higher. But as far as I know lowering a bouncing box and placing a player higher lets the bouncing box go up again. Or I didn't really understand the answer. See for yourself on toppi...
by Madfox
Sat Apr 02, 2011 12:20 am
Forum: Modeling
Topic: Crouching Animation
Replies: 11
Views: 3993

I won't admit it is'nt a great model in honour to the original author, although it took quiet some time to refresh it to fit Quake1 standards.


I wondered why a model shooting on a height of 64 units could hit a 36 units high bouncing box?
by Madfox
Fri Apr 01, 2011 11:52 pm
Forum: Modeling
Topic: Crouching Animation
Replies: 11
Views: 3993

I tried the Zdoom model, who had also a crouching model. I never seem to get the bullet flying above him working. The model itself is about 64 units, crouching made it 36 units. But that's still the height the player shoots, so he's hit anyway. I've been told it could work if I lowered its bouncing ...
by Madfox
Tue Mar 30, 2010 3:48 am
Forum: QuakeC Programming
Topic: Reflecting Shield
Replies: 2
Views: 827

Can some one at least give me a simple blocking code advice?
by Madfox
Sat Mar 13, 2010 6:09 pm
Forum: Mapping
Topic: bsp models
Replies: 6
Views: 2749

I made a mod for Quake with all conversed Doom monsters. Then I came to the point that I wanted to add the same healthbowls and armorskulls. So I opened the editor and made a sculpture of a bowl and a skull with brushes. Then I deleted the wallbrushes (you can't use them for a b_model). Compiled the...