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Topic review (newest first)

Madfox
2017-05-20 17:28:57

After working on a Startrek mod for quake I needed some players.
So for the captain's log I created a ferengi.
Now he is a fine tribute for my years working with Quark!

quark.gif

Madfox
2017-02-23 23:08:29

Ring ghost of Tolkien starts looking for Quake's Ring of Shadows.

balrog.gif

bfg666
2016-10-11 00:08:25

Wow, thanks for the detailed explanation, even though a simple "no" would have sufficed ;) That's some dedication for an unpaid work!

Madfox
2016-10-10 22:44:27

Developping a new model takes a lot of time. It is divided in roughly four stages: base model - animating poses - texturing - qc.
There are not that many female players in Quake, as if amazones stay away of the agression male players seem to have.
This one I made sure it had a base model that would pronounce female propotions without getting too bitchy.
In setting up a model there's the rule: how less triangles the better it will performe and how smaller chance is there will occure collapsing triangles. Also before starting make sure you have a good editor to work in. Max3D is great, but the manual is even harder.

The second stage is animating, which is the movement of the base model, and the regular poses it needs to have comforting Quake's environnement. It's a harder case, because within eight or 16 frames a model needs to comply to a realistic behaviour.
Much can go wrong because it's not only a realistic animation one needs, but also keep in mind the frame editor works with a 512x512 grid.
This means that a movement can be giving a realistic shape, but the editor will slice it back to its own grid.
With this "catwoman" I created a fine whip, that twiggles and turns, but I have to take care the grid won't turn it into a chunky limp.

The third stage is texturing, which is my bad ancle. This because the quake pal is that dusty brown it takes a lot of time to do it right.
And even when it looks right in game it can turn out to bleached or overbright. I made some static entity's that were made in a couple of days but texturing took me weeks. I know a great factor is the dark palette that make look coulors of different kind in the same gamma so discordently strange. It might be said texturing is an art of its own nature.

Finally there's the qc part to make the model go, and from here I can't say much as it is also another branche of the tree.
It is possible to make the model act in the most fantastic ways, look at that vormit ball and how it chases the player!
I made a monster in a shape of a cube of 64x64 idle pose and made it come alive like an end boss. It worked perfect, but the moment between the idea and the result were a battlefield. It learned me a lot about qc, but my prime moments back in '95 when I thought a progs.dat of 600kb would be learned within a few years has drawn me back into decenia.

So indeed, the model is not finished.
Work in progrez.
:P

bfg666
2016-10-10 02:01:42

You mean they're not finished?

Madfox
2016-10-10 01:51:44

My homework.

bfg666
2016-10-09 19:26:18

Nice model, but what's with the almost white gloves, boots and whip?

Madfox
2016-10-09 17:31:36

Back on toppic
before I lose my homework blaming others they didn't.
:P

catwoman.
catwoman.gif

bfg666
2016-10-01 00:14:41

Hey Madfox!

Actually, I've put Abandon aside for the time being, for a couple of reasons:
1) the new map jam theme gave me some ideas and I'm making a map visually inspired by Frank Miller's Sin City graphic novel.
2) the rest of my Quake time is currently spent beta-testing a bunch of RTlights for BloodVengeance.
But I'm not... umm... abandoning Abandon, I'll get back to it when I'm done with the other stuff.

Madfox
2016-09-26 03:06:35

Hey Laura..,

I'm working on a quake1 female player with seven.
Here's  a really nice one.
home.kpn.nl/lo2kf8/quake/models/Q1cory.zip

And now were on the subject bfg666..,
How's your homework with the abandon maps?
Or are you just trying a little harder to start on your own ones?

:P

bfg666
2016-09-20 11:05:55

You're welcome. I hope you find a model to your liking.

As a rule of thumb, when looking for replacement content, browsing QuakeOne.com forums is the way to go.

Laura
2016-09-20 10:35:26

Oops, yeah...next time I'll do my homework ;)
Anyway...thanks for the link!

bfg666
2016-09-20 10:14:19

Laura, you don't seem to have searched very hard. A quick Google search for "quake female player model" returned plenty of results, including this one at the very top of first page: http://quakeone.com/forums/quake-mod-re … -boon.html

You might wanna try a little harder next time instead of letting others do your homework for you. ;)

Laura
2016-09-20 07:49:56

Hi,

I don't know if this is an appropriate thread to ask this (sorry).

I'm singleplayer and...well...Quake is a first person shooter, but I would like to use a female player model. Do you know where I could find some cool female player model(s)?

Thanks.

bfg666
2016-09-05 00:45:43

Yeah, I'm used to modern websites using their own built-in messaging system, I thought Quaddicted had one too. I'll check my Outlook mailbox. Thanks again, you rock!

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