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Here's the latest release of quaketroid, currently there's a bug with barrels exploding causing the game to crash. I did add the ice beam, although there's no specific model for it's blast and the charge isn't fully implemented. Feel free to make your own modifications.
Here's the mod so far, still a work in progress, it's GPL or whatever if you want to contribute: https://drive.google.com/open?id=0B4I6b … kNReVc3eTQ
Whelp, I got it working, thanks to this website: https://pnahratow.github.io/creating-mo … ake-1.html
Here's how it looks:

Album: http://imgur.com/a/IwD9j
Well I got the model in-game... sorta... it looked like this for a little bit:

I exported it from blender as .fbx and converted it with noesis, but I dunno if noesis goofed the export or if it's just too close to the camera or what... I tried fiddling around with it and now I can't see the model at all. Anyone familiar with quake modeling and know the proper orientation/translation/scale the model should be in for a Blender > Noesis workflow?
Well I tried it under darkplaces and it worked, but not quakespasm for some reason... dunno what's up with that.
So I started work on the qc mod. I downloaded the quake QC source, commented out the self.currentammo = self.ammo_shells = self.ammo_shells - 1; line in w_fireshotgun, to start it out, compiled with FTEQCC and when i try to start single player, it segfaults:
========= Quake Initialized =========
execing quake.rc
execing default.cfg
execing config.cfg
couldn't exec autoexec.cfg
3 demo(s) in loop
Segmentation fault (core dumped)
Anyone have this issue before? What do?
Nice, just updated mine as well with a new charged fire animation and an animation sheet listing the animations and their frames.

Madfox: I keep imagining a squeaky wheel sound when I watch that gif of yours :P
Just updated the file.
Hey, glad to see you got it working! And yes, making a QC mod is definitely next on my todo list ;)
I added my own animations, however, making this model pretty much complete. Check em out:

Full album: http://imgur.com/a/xxdyj
You can download everything here: https://drive.google.com/drive/folders/ … nFlQ2RFNG8
After some changes I screwed it into Qmle.
I had to patch some rigs and came up onto this.
I know it is not the exact textured, but it is just from a loose hand.
I can always change it if you like.
for your interest, here's the file:
http://home.kpn.nl/lo2kf8/quake/models/ … nonner.zip
All it need now is some qc.
Succes!
\:P
Madfox: try the Triangulate Mesh modifier and check apply modifiers during export? Should be about 294 tris.
Anyway, I've updated the UV maps yet again, as well as updated the texture a little, here's the download for it, feel free to host it elsewhere: https://drive.google.com/drive/folders/ … sp=sharing
Texture: 
And as always, here's some pics:




Exporting the model from blender returns a 3DS file
without triangles and 178 vertices.
Can you fix a way to add a triangle count?
Another update, pretty minor, still working on the textures. I decided against the dithering as I thought it looks better without it, more metallic and shiny.
Texture before color reduction: 
Texture after color reduction: 
Pics:



Update on the Arm Cannon, updated the UV maps a little bit, so here's the download link for the revised model: https://drive.google.com/file/d/0B4I6bO … sp=sharing
Here's the texture currently, still a work in progress: 
Here's the dithered version that adheres to the Standard Quake Palette: 
Couple shots of it:


And here's the whole album: http://imgur.com/a/30FcS
Madfox: You got it into quake? If so I'd like to see it :)
Great you like to share it.
It certainly has a workaround on it.
In my case I couldn't wait to go on and make it compatible with Quake.