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Hey, getting back into the community.

 
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ShoTro



Joined: 18 Mar 2008
Posts: 61
Location: Virginia, USA

PostPosted: Tue Mar 18, 2008 3:25 pm    Post subject: Hey, getting back into the community. Reply with quote

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
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Joined: 18 Jan 2005
Posts: 837
Location: Las Vegas, NV

PostPosted: Tue Mar 18, 2008 3:33 pm    Post subject: Reply with quote

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

PostPosted: Tue Mar 18, 2008 3:52 pm    Post subject: Reply with quote

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!).


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

PostPosted: Tue Mar 18, 2008 6:35 pm    Post subject: Reply with quote

Awesome stuff! Smile
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Dr. Shadowborg
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Joined: 16 Oct 2004
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PostPosted: Tue Apr 01, 2008 5:07 pm    Post subject: Reply with quote

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)
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ShoTro



Joined: 18 Mar 2008
Posts: 61
Location: Virginia, USA

PostPosted: Tue Apr 01, 2008 7:21 pm    Post subject: Reply with quote

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
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PostPosted: Tue Apr 01, 2008 9:44 pm    Post subject: Reply with quote

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. Wink (even though I'm not all that great at modelling organics, I can definatly help out with coding and some mapping)
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ShoTro



Joined: 18 Mar 2008
Posts: 61
Location: Virginia, USA

PostPosted: Tue Apr 01, 2008 9:54 pm    Post subject: Reply with quote

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. Wink (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
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PostPosted: Thu Apr 03, 2008 4:49 am    Post subject: Reply with quote

A good modeler would certainly come in handy in this community Smile
Well, maybe I'm just talking for myself, because I suck at modelling Razz
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ShoTro



Joined: 18 Mar 2008
Posts: 61
Location: Virginia, USA

PostPosted: Thu Apr 03, 2008 2:35 pm    Post subject: Reply with quote

CocoT wrote:
A good modeler would certainly come in handy in this community Smile
Well, maybe I'm just talking for myself, because I suck at modelling Razz

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.
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