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ShoTro

Joined: 18 Mar 2008 Posts: 61 Location: Virginia, USA
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Posted: Tue Mar 18, 2008 3:25 pm Post subject: Hey, getting back into the community. |
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Ok, most people will just ignore this post because it isn't actually producing much of anything but announcing my interest in getting back into Modding in Quake 1. I have been playing mods and simply the single player game for over a decade now, used to mod way back when. Most of my mods were just for my friends and I to play, but never really came back to visit this site in particular which has been awesome at keeping the content coming.
Both Quoth and Kawaiik (http://www.itchstudios.com/psg/quake/kawaiik.htm) have inspired me to try to get back into the community again. Not sure what name I used last time I was here.
Since it has been 10 years I think I can bring more then minor Quake C experience into play. I have a few designs for Quake 1 characters which I was working on just for fun to test how much detail I can put into less then 150 vert models. Check them out:
My Deviant Art Gallery
http://shotro.deviantart.com/
Anyways, this post is basically a very prolonged "Hi!". I would love to work on a monster pack similar to that of Quoth or even assist in the creation of new original monsters for Quoth if possible. But first I think I need to prove myself by finishing a character first and demoing a level for it. If I am for real about this (you know how it goes) you will see something from me or questions posted soon. The creature I am going to finalize isn't shown in the gallery nor on this post. |
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scar3crow Inside3D Staff

Joined: 18 Jan 2005 Posts: 837 Location: Las Vegas, NV
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Posted: Tue Mar 18, 2008 3:33 pm Post subject: |
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Hi!
Some interesting potential there. Looking forward to what you have to show!
Regarding Quoth, I've seen Kell lurk here some, and even post a few times - don't recall if I've seen necros around, but they're more active at func_msgboard which is heavily mapping oriented - and Quoth is kind of the Mod For the Mappers (curse the divisions!).
Kawaiik looks adorable... I recall designing a faction war mod once... Akuma tried coding it, and did a decent job, we had rival factions of knights being led by death knights).
From the Kawaiik site:
"I still think Quake 1 looks awesome in 400*300 software render. It's enough for presenting most types of gameplay relevant information, like where stuff is, what it is and how it's moving."
I think I'm in love. Finally, someone else is speaking of graphics in terms of displaying relevant and informative gameplay details! |
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ShoTro

Joined: 18 Mar 2008 Posts: 61 Location: Virginia, USA
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Posted: Tue Mar 18, 2008 3:52 pm Post subject: |
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scar3crow wrote: | Hi!
Some interesting potential there. Looking forward to what you have to show!
Regarding Quoth, I've seen Kell lurk here some, and even post a few times - don't recall if I've seen necros around, but they're more active at func_msgboard which is heavily mapping oriented - and Quoth is kind of the Mod For the Mappers (curse the divisions!).
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Yeah, not looking to jump into working with them right away. Want to get some small projects and tests out of the way first. If I start feeling like I can produce more work for the community you will see me pumping stuff out, although admittedly I will be pushing for things I feel that the guys from Quoth are leaving out of their gameplay designs... nothing extreme, but mechanics I haven't seen discussed anywhere in the 10 years I have been browsing quake forums. |
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CocoT

Joined: 14 Dec 2004 Posts: 599 Location: Belly-Gum
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Dr. Shadowborg Inside3D Staff

Joined: 16 Oct 2004 Posts: 726
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Posted: Tue Apr 01, 2008 5:07 pm Post subject: |
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Very nice, ShoTro!
I especially like the hunter, I don't suppose you could be convinced to skin and animate that guy (well creature) into some freaky cybernetic vore / vore sister species?
I'd be willing to help with the code and a demo map for it.
(/me imagines that fighting against that thing with idle, pain, death, walk, left arm flamethrower sweep, right arm rocket shoot, left arm grenade shoot, and both arm plasma shoot frames) _________________ "Roboto suggests Plasma Bazooka." |
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ShoTro

Joined: 18 Mar 2008 Posts: 61 Location: Virginia, USA
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Posted: Tue Apr 01, 2008 7:21 pm Post subject: |
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Dr. Shadowborg wrote: | Very nice, ShoTro!
I especially like the hunter, I don't suppose you could be convinced to skin and animate that guy (well creature) into some freaky cybernetic vore / vore sister species?
I'd be willing to help with the code and a demo map for it.
(/me imagines that fighting against that thing with idle, pain, death, walk, left arm flamethrower sweep, right arm rocket shoot, left arm grenade shoot, and both arm plasma shoot frames) |
Thanks, I am willing to do that, just need to get the blender3D export stuff worked out. If it can be animated via Skeleton somehow before export that would make developing it a snap. The model itself is based on the Vore Queen done for the Kawaiik art project... but modelling from scratch means I tend to let my mind wander hence it is less spiky and more cybernetic/walking turret like.
I anticipate skinning and animating it as soon as I get a model or two under my belt, but the coding/demoing I am interested in outsourcing to those willing to collaborate. I am not going to take requests, but will take suggestions. |
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Dr. Shadowborg Inside3D Staff

Joined: 16 Oct 2004 Posts: 726
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Posted: Tue Apr 01, 2008 9:44 pm Post subject: |
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ShoTro wrote: |
I anticipate skinning and animating it as soon as I get a model or two under my belt, but the coding/demoing I am interested in outsourcing to those willing to collaborate. I am not going to take requests, but will take suggestions. |
Groovy.
I understand the requests part, as that tends to take all the fun out of modding.
Anywho, if you ever need any help with getting a new monster into quake, give me a holler and I'll see what I can come up with. (even though I'm not all that great at modelling organics, I can definatly help out with coding and some mapping) _________________ "Roboto suggests Plasma Bazooka." |
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ShoTro

Joined: 18 Mar 2008 Posts: 61 Location: Virginia, USA
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Posted: Tue Apr 01, 2008 9:54 pm Post subject: |
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Dr. Shadowborg wrote: | Anywho, if you ever need any help with getting a new monster into quake, give me a holler and I'll see what I can come up with. (even though I'm not all that great at modelling organics, I can definatly help out with coding and some mapping) |
Mapping is where I have no experience. So I will need some help with coding and mapping. |
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CocoT

Joined: 14 Dec 2004 Posts: 599 Location: Belly-Gum
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Posted: Thu Apr 03, 2008 4:49 am Post subject: |
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A good modeler would certainly come in handy in this community
Well, maybe I'm just talking for myself, because I suck at modelling  _________________ http://www.planetcocot.net/ |
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ShoTro

Joined: 18 Mar 2008 Posts: 61 Location: Virginia, USA
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Posted: Thu Apr 03, 2008 2:35 pm Post subject: |
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CocoT wrote: | A good modeler would certainly come in handy in this community
Well, maybe I'm just talking for myself, because I suck at modelling  |
Well I don't think modeling is the problem, it is the animations that really screw things up for people, because Quake's animation system sucks. I think I might have a solution, where skeletons can be used along with fancy things like IK in the model before exporting the mesh... It is taking longer then I thought to come to a single clean solution to this problem, but expect something in a day or two. Check out the MDL Exporter thread for blender. I have been posting my findings/frustrations over getting Blender to be my end-all modeling/animation/skinning studio. _________________ Shoot everything that moves. When it stops moving shoot it again just for good measure. |
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