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Topic review (newest first)

Andrew
2022-01-06 18:57:21

Dear forum members, I have created posts with corrected animation of Q2021 models and my mini mod "Play_Q". There are outdated versions of models in this post, but maybe it will be useful to someone. For example, improved "maps" models.

https://www.quaddicted.com/forum/viewtopic.php?id=1017

https://www.quaddicted.com/forum/viewtopic.php?id=1018

Andrew
2021-10-18 19:41:46
qazzaq wrote:

Oh! That is not the thing what I means. I'm talking about models even not inherited out from md5. I'd like to prefer rather mdl models i.e. Lunaran's knight Capnbubs's dog Chillo's wizard etc.

Unfortunately it is very difficult to do this in MDL models because they do not have bone reinforcement and it is simply not realistic to create all new poses by moving all the vertices of the model. When I finish everything I will give you the Blender sources and maybe a more competent user will help you.

qazzaq
2021-10-18 07:39:39

Oh! That is not the thing what I means. I'm talking about models even not inherited out from md5. I'd like to prefer rather mdl models i.e. Lunaran's knight Capnbubs's dog Chillo's wizard etc.

Andrew
2021-10-17 19:45:16
qazzaq wrote:

Hi Andrew! Now i shall ask it to You. Can You create new id models for Drake which differ for few additional "headless" frames?

Unfortunately, I can't do it. I can add keyframes to the MD5 model, but when I change the scale of the head to remove it completely, this scaling is repeated on all other frames. I'm not good at Blender, but I can only fix minor flaws.

qazzaq
2021-10-11 05:53:34

Hi Andrew! Now i shall ask it to You. Can You create new id models for Drake which differ for few additional "headless" frames?

Andrew
2021-10-10 20:51:24

I updated the link to the archive "progs 10.09.21". I added the model "v_lada2.mdl" which I forgot to include in the archive last time.

I am currently completely fixing the poor and error-prone MD5 model animations. I can't handle the last four. I hope that I will fix them soon. Now the models will not twitch in most frames and fall through textures. I will also convert all models to MDL format.

Andrew
2021-09-10 19:54:02

NightFright and his friends released their updated revision "Authentic Model Improvements" at number 26.

Download link:
https://github.com/NightFright2k19/quake_authmdl

Andrew
2021-09-10 19:27:51

I updated the build to version 4 (download link in the first message of the topic.).

I hope that it is the final one.

All the changes are described in the previous message but the assembly uses more high-poly models and the version of the mod from Tribal has been updated.

Also in the first message there is a download link to the original TribalFX-01Ffixed mod.

Andrew
2021-09-10 19:21:52

Hello everyone!

The "progs" folder now contains all MD5 models and all converted MDL models.

Changes in the latest version (10.09.21):
- The floating geometry of the nailgun model has been changed.
- The geometry and flashes of the shot that were completely distorted during the conversion of the shotgun, super shotgun, grenade launcher, rocket launcher models were restored close to the original.
- Added a created rifle model with a moving reload animation.
- Added models of multi grenade launcher, proxy mine launcher, multi rocket launcher, lava gun, lava super nailgun (by OJSC), plasma cannon, ogre model with 2 skins (by OSJC), tarbaby model with 3 skins (by OSJC) and five-sided laser spike model for Quake add-ons.
- Fixed the geometry of the rifle model soldier+flash in a standing animation.
- Fixed the geometry of the ogre model chainsaw which fell through the textures in the standing animation and the model itself hanging in the air was lowered to the floor.
- Fixed the demon model where the claw fell through the textures in the death animation (by Tribal).

The updated version of the QSS 0.94.0 engine now supports models in the extra graphics options section and I think that this is probably my final update of the "progs" folder.
Yes, MD5 models do not float like melted candle wax when moving, but some of them have serious flaws:
- The ogre model falls into the floor in all frames.
- The soldier model has a curvature of the right leg of one of the walking frames.
- In the demon model, the claw fails in the last frame of death.

I don't know how to work with MD5 models, so I can't fix it, and there is no skeleton and bones in the converted models, and therefore it is very difficult to fix them. Only frame-by-frame correcting the selected vertices.

Download link in the first message of the topic.

Andrew
2021-09-01 07:49:18

Who has already managed to download my previous builds and PROGS files, please download them again.

Andrew
2021-08-31 22:22:05

Updated the assembly to revision 3.

Changes (added):
- I completely redesigned and rounded the geometry in it and fixed the flash skin which is ALWAYS incorrectly converted. Damn it! I spent two days completely reworking the geometry of this stupid model, as well as testing and configuring this muzzle flash step by step!
- I combined a properly walking model of a soldier from Arcane Dimensions with a model of a temple soldier from Q2021 that has a muzzle flash . Now he is not lame and does not twitch his right leg when walking and flames fly out of him when shooting from a rifle.
- I corrected the poorly compiled feet and the glass frame in the suit to get a more rounded shape.
- I added the missing model "spike2. mdl".
- I fixed the rocket launcher model. Fixed frames and removed muzzle flashes flying through the barrel when firing.
- I replaced the model of the double-barreled lava gun with the model of the OSJC user. Many thanks to him for this.

I also attach an archive only with the folder "progs" with models from Q2021 for those who do not want to run my build. The fixes in the models are the same as in my build.

Download link in the first message of the topic.

Andrew
2021-08-31 20:37:09

Thank you for your comments! Another game can be started directly from the QSS console. You just need to type the command "games" and all additional modifications will appear on the screen, then type "game xxx" where " xxx " is the name of the modification.

triple_agent
2021-08-28 19:33:15
Andrew wrote:

quakespasm-spiked-win64.exe -heapsize 512000 -game Play_Q
You can do it without "-heapsize 512000".

Usually I do "-heapsize 2097151" for anything I purposefully run in 'Quake', under the 'Quakespasm' or derivatives.

While it is necessary to point out a mod, demands a higher heapsize - if it does - please be specific about things like that, putting it possibly in system-agnostic terminology. What I mean by that, is to avoid using terms like ".bat", which is valid only for certain few operating systems - possibly suggesting incompatibility issues in the wider picture. Besides, ".bat" alone, could mean anything, the way you had put it.

For example, here is my typical commandline extension pattern for launching any mod or map:

-heapsize 2097151 -game X -game Y +skill Q +map Z

"X" would usually do for a base-mod, while "Y" for a specific game or map-set to run under that mod, if not included - if it is all-in-one, then I would use only one "-game" parameter. It is a commandline extension, recognizable to the game engine; under the Ubuntu, you would include it in a ".sh" file. People using 'Quake Injector', do not deal with such things anyway - I imagine - and in case of occasional need, they would probably head directly to the commandline and type in the required heapsize extension, manually.

Anyhow, the mod, does indeed require latest 'QSS' engine, speaking of version "2021-July-08"; case with the enhanced particle support. The 'vkQuake', does not run it.

For the scope of a mod - while I do understand you put it together mainly for yourself, to improve own gaming experience in 'Quake'; if you want to share it with people, it would be good to adjust to that or make a mod version suited for the public. Not everyone may like everything the mod does bring; some may like it just in parts. Furthermore, the more complex and the more diverse is the character and the amount of changes the mod introduces to the gameplay, the harder it is to tell, what it fully does. People do not like to be confused.

What I would recommend to do, is to divide the mod between mutually compatible sets, dealing with one particular topic or aspect of gameplay, at a time. Models - separately; the same with map aesthetics, weapons and special combat functions. Extensions such as the flashlight, should be separate mods, as well, since they could have specific use only in certain maps, particularly intended to include these. In the end, the flashlight, though, does not convince me - it works janky. The quality, has not improved since the 'Quoth' iteration I saw.

If you had a spare while, take a look into these - errors on Ubuntu version "20.04.3 LTS":

Warning: Mod_LoadModel: progs/spike2.mdl not found
weapons/rocket1i.wav missing RIFF/WAVE chunks
weapons/rocket1i.wav is a stereo sample
weapons/tink1.wav missing RIFF/WAVE chunks
weapons/tink1.wav is a stereo sample
player/axemetal1.wav missing RIFF/WAVE chunks
player/axemetal1.wav is a stereo sample
player/axemetal2.wav missing RIFF/WAVE chunks
player/axemetal2.wav is a stereo sample
player/axemetal3.wav missing RIFF/WAVE chunks
player/axemetal3.wav is a stereo sample
player/axemeat2.wav missing RIFF/WAVE chunks
player/axemeat2.wav is a stereo sample
player/axemeat3.wav missing RIFF/WAVE chunks
player/axemeat3.wav is a stereo sample
player/axhit3.wav missing RIFF/WAVE chunks
player/axhit3.wav is a stereo sample
weapons/swing1.wav missing RIFF/WAVE chunks
weapons/swing1.wav is a stereo sample
weapons/swing3.wav missing RIFF/WAVE chunks
weapons/swing3.wav is a stereo sample
player/body1.wav missing RIFF/WAVE chunks
player/body1.wav is a stereo sample
player/body2.wav missing RIFF/WAVE chunks
player/body2.wav is a stereo sample
rocketboy/excellent.wav missing RIFF/WAVE chunks
rocketboy/excellent.wav is a stereo sample
rocketboy/humiliation.wav missing RIFF/WAVE chunks
rocketboy/humiliation.wav is a stereo sample
rocketboy/impressive.wav missing RIFF/WAVE chunks
rocketboy/impressive.wav is a stereo sample
rocketboy/perfect.wav missing RIFF/WAVE chunks
rocketboy/perfect.wav is a stereo sample
weapons/laseron.wav missing RIFF/WAVE chunks
weapons/laseron.wav is a stereo sample
weapons/laseroff.wav missing RIFF/WAVE chunks
weapons/laseroff.wav is a stereo sample
weapons/laserg0.wav missing RIFF/WAVE chunks
weapons/laserg0.wav is a stereo sample
weapons/laserg1.wav missing RIFF/WAVE chunks
weapons/laserg1.wav is a stereo sample
zombie/z_hit.wav missing RIFF/WAVE chunks
zombie/z_hit.wav is a stereo sample

The latter, could mean case-sensitivity issues, but I see you do not use any uppercase in naming altogether; hopefully also in the upstream code.

Andrew
2021-08-28 10:32:19

I have updated my build to revision 2. Look for the link in the first post.

What has changed:
- added the head of a new ogre from OJSC and I reduced its width;
- added a lightning cannon from Q2021 and I fixed the lightning animation;
- added a grenade launcher and I corrected and rounded the geometry in it and fixed the flash skin (damn! I spent half a day testing and adjusting this flash step by step!!!)

By the way, user OSJC has updated its assembly of models from Q2021, you can download it from the link and see.
https://quakeone.com/forum/quake-mod-re … ns-pack-v1

Andrew
2021-08-28 07:51:01

Thank you for your comments! I somehow did not think that the config.cfg file was configured for my computer. But usually QSS easily adapts to another computer. Since I use the TribalFX mod in the database in the build, please note that the flashlight is turned on by the impulse 9 command (I have the "MOUSE2" button assigned), and the cheatcode to have all weapons is replaced by impulse 88 (I have the "I" button assigned), rocket jump via impulse 77. I think that if the config.cfg file is not suitable, then you just need to erase it in your folder.

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