Fun with new Quake1 models
Fun with new Quake1 models
Couldn't stand to leave The Quake1 without the Orb,
so I scrunched it out Q3 and gave it the creep to that weary grunts.
Then I thought it time The Old One threw some young,
that reversed in this DarkYoung.
As I remember there was a serpent in the QuakeTest that was never used,
so I took the parts and converted it.
HL2 had a low poly model MrBig, and I think he loves his gun!
It's been a long day without rotten_fish!
Modelling can be great fun!
so I scrunched it out Q3 and gave it the creep to that weary grunts.
Then I thought it time The Old One threw some young,
that reversed in this DarkYoung.
As I remember there was a serpent in the QuakeTest that was never used,
so I took the parts and converted it.
HL2 had a low poly model MrBig, and I think he loves his gun!
It's been a long day without rotten_fish!
Modelling can be great fun!
Last edited by Madfox on Mon Jun 11, 2018 8:59 pm, edited 2 times in total.
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Re: Fun with new Quake1 models
Very creative work, I like specially the level of detail in the skins.
I know FrikaC made a cgi-bin version of the quakec interpreter once and wrote part of his website in QuakeC (LordHavoc)
Re: Fun with new Quake1 models
@Qbism- I made a Dark young that only attacks with the upper side, so you can't see it coming. Its stand, walk and run poses are flat, which give it a very rare attack.
@fragmachine- The commen qmle skins are h160/w320. It helps a lot by scaling up these dimensions. Most work is to connekt the sepperated Q3 parts into one, and hope they don't cross the 1000verts/2000tris limit.
@fragmachine- The commen qmle skins are h160/w320. It helps a lot by scaling up these dimensions. Most work is to connekt the sepperated Q3 parts into one, and hope they don't cross the 1000verts/2000tris limit.
Re: Fun with new Quake1 models
Any chance you'd release these in a model pack one day? I'd love to play around with them.
Re: Fun with new Quake1 models
Well for now I'm working to get these monsters inside my new quake map.
It's almost done and I'm testing it.
You better might see them ingame.
I tried to send you a private message, but I get this warning:
The requested users to be added do not exist.
It's almost done and I'm testing it.
You better might see them ingame.
I tried to send you a private message, but I get this warning:
The requested users to be added do not exist.
Re: Fun with new Quake1 models
Made an addon for catwoman. A little thin, and rather short ranged.
Maybe I should turn the whip into a bold striker.
Maybe I should turn the whip into a bold striker.
Re: Fun with new Quake1 models
Resistance is futile!
Re: Fun with new Quake1 models
Those last two models are nice what are you using to make your models?
Re: Fun with new Quake1 models
The major block on making models for Quake is a good program to work with.
I tried several, Milkshape, Max3d, Blender, but my fall always was the stubborn way these programs operate with modelling in general.
It's been a great wish to model for Quake, but as these monsters were made with a rather old program (1994) it was quiet a task to get my finger on it.
In time I learned there were more ways to archive the goal, and this moment appeared when I bought the AnimationMaster.
http://www.hash.com/home-1-en
This is a intuïtive studio, that makes use of simpel patches of triverses, which then can be boned and animated the way I like, export them to dxf or 3ds, and then import them in QMLE.
Little twist is that the patches all are seperated, so for example importing Quake's player dxf leads to the same model (vertices 212 triangles 408) but when I export them I regain the model back on vertices 208 triangles 722 triangles.
What happens is that every possible triangle that could infold would be included.
This was a rather chunk for me, as I couldn't add new poses to excisting models.
In fact, as I wanted to add new poses, I first had to copy all the excisting subroutines, before I could start making new ones.
In this way I made a new Quake player, that has new subroutines like swimming, jumping, crushing, crawling , but Quake just hasn't enough th_func possibillity to make them go.
I haven't enough knowhow to make the qc go the way I want, so for now I'm just fiddling on new monsters with the five possible qc actions, and alter them as much I can.
Here is an example of some of the things I made, with the q1player in altered state.
You can find them here, as some levels I did for the last booth in 2016.
https://qexpo2016.com/sins-gorge-for-quake1/
I tried several, Milkshape, Max3d, Blender, but my fall always was the stubborn way these programs operate with modelling in general.
It's been a great wish to model for Quake, but as these monsters were made with a rather old program (1994) it was quiet a task to get my finger on it.
In time I learned there were more ways to archive the goal, and this moment appeared when I bought the AnimationMaster.
http://www.hash.com/home-1-en
This is a intuïtive studio, that makes use of simpel patches of triverses, which then can be boned and animated the way I like, export them to dxf or 3ds, and then import them in QMLE.
Little twist is that the patches all are seperated, so for example importing Quake's player dxf leads to the same model (vertices 212 triangles 408) but when I export them I regain the model back on vertices 208 triangles 722 triangles.
What happens is that every possible triangle that could infold would be included.
This was a rather chunk for me, as I couldn't add new poses to excisting models.
In fact, as I wanted to add new poses, I first had to copy all the excisting subroutines, before I could start making new ones.
In this way I made a new Quake player, that has new subroutines like swimming, jumping, crushing, crawling , but Quake just hasn't enough th_func possibillity to make them go.
I haven't enough knowhow to make the qc go the way I want, so for now I'm just fiddling on new monsters with the five possible qc actions, and alter them as much I can.
Here is an example of some of the things I made, with the q1player in altered state.
You can find them here, as some levels I did for the last booth in 2016.
https://qexpo2016.com/sins-gorge-for-quake1/
Re: Fun with new Quake1 models
Modelled a "Venus Fly Trap" for defeating the knights!
Hard part is coding it so it could swallow the player,
and to keep it a static entity.
Hard part is coding it so it could swallow the player,
and to keep it a static entity.
Re: Fun with new Quake1 models
That's cool
Re: Fun with new Quake1 models
Last ones I made for the Quake Startrek mod.
Quark, oh editor, you took twenty years of my life!
Without Rom he wouldn't come very far.
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.
Quark, oh editor, you took twenty years of my life!
Without Rom he wouldn't come very far.
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.
Last edited by Madfox on Tue Jun 12, 2018 1:03 am, edited 1 time in total.
Re: Fun with new Quake1 models
Screens are dead
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Re: Fun with new Quake1 models
They're working on my end.ceriux wrote:Screens are dead
Quark and Rom are scary.
Defender looks badass and mean. Kinda reminds me of what I want for the Illithid Brain Controller enemy in Smash. (Mine is more skeletal, with a jetpack, and the brain is more brain-in-a-tanky.)