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#26 2016-09-20 11:05:55

bfg666
Member

Re: Quake 1 Player

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.

Last edited by bfg666 (2016-09-20 11:10:09)

#27 2016-09-26 03:06:35

Madfox
Member

Re: Quake 1 Player

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

#28 2016-10-01 00:14:41

bfg666
Member

Re: Quake 1 Player

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.

#29 2016-10-09 17:31:36

Madfox
Member

Re: Quake 1 Player

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

catwoman.
catwoman.gif

Last edited by Madfox (2017-05-20 17:06:08)

#30 2016-10-09 19:26:18

bfg666
Member

Re: Quake 1 Player

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

#31 2016-10-10 01:51:44

Madfox
Member

Re: Quake 1 Player

My homework.

#32 2016-10-10 02:01:42

bfg666
Member

Re: Quake 1 Player

You mean they're not finished?

#33 2016-10-10 22:44:27

Madfox
Member

Re: Quake 1 Player

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

#34 2016-10-11 00:08:25

bfg666
Member

Re: Quake 1 Player

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

#35 2017-02-23 23:08:29

Madfox
Member

Re: Quake 1 Player

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

balrog.gif

Last edited by Madfox (2017-05-20 16:13:34)

#36 2017-05-20 17:28:57

Madfox
Member

Re: Quake 1 Player

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

#37 2017-06-17 08:07:54

Redfield
Member

Re: Quake 1 Player

Hey Madfox, that catwoman model is the most impressive model I've ever seen in Quake. Completely blew me away. The Star Trek stuff is pretty neat too. I also wanted to say your map FourFeather was really unique. Probably the best fantasy castle I've seen in a Quake map. Keep it up!

#38 2017-06-27 17:11:47

Madfox
Member

Re: Quake 1 Player

Thanks Redfield!
You're support apreciated.
The Catwoman is a more realistic model, in contrast to the other more comic like Quake monsters.
I was affraid she was a little to sexy, with that smashing whip.
Here's another jewel I was afraid she didn't make the censors.
Cheers!

jewel.gif

#39 2017-09-09 18:57:17

Madfox
Member

Re: Quake 1 Player

The Chasm_Rift Dino has got me on the run..,

lizzy.gif

after I get caught by a Terminator.

terminus.gif

;)

#40 2017-09-23 01:08:49

Redfield
Member

Re: Quake 1 Player

Hey madfox looks cool. Are we going to see these in a new map/mod sometime soon?

#41 2017-09-23 21:07:34

Madfox
Member

Re: Quake 1 Player

I'm doing a remake of Andrew Wyllie's NCC170 startrek mod from 1997.
I like the map, although it was quiet hard to reconstrukt it from scratch.
Original it is a deathmatch map with an overbright light set, due to the early compilers.
I wondered how it would look as a singleplayer.
So I need some monsters that fit in that starship surounding.

Developping a monster take the same amount of time as mapping.
So both subjects are a challenge.
On the moment I'm gazing at the chasm rift models.

scorpy.GIF

#42 2018-08-03 00:08:23

Madfox
Member

Re: Quake 1 Player

I didn't know there was a site of glDoom with the Chasm_Rift models.
For making them from scratch it's "easier" to convert them to Quake1.

q1strat0s.gif

#43 2018-08-19 08:33:50

Francise
Guest

Re: Quake 1 Player

All your models look very Quakey Madfox. They are great.
Are you planing to release them in a TC some day?

#44 2018-09-25 18:16:46

Madfox
Member

Re: Quake 1 Player

Some of them are in maps already, the Elden Ogre is in FourFeather.
Quark and that machinehead will be in a Startrek convertion.

Maybe one day there will be a model injector to put entities in your maps!
smurf1sh.GIF
Lampoonfish.

Last edited by Madfox (2018-09-26 15:55:56)

#45 2018-09-26 17:46:23

Azeroth
Guest

Re: Quake 1 Player

More swimming monsters are always welcome.
Are you working on a map with Lampoonfishes already?

Keep up the good work!

#46 2018-09-27 13:18:57

Madfox
Member

Re: Quake 1 Player

Thanks.., I'm still on stage of coding it.
Watermonsters tend to act rather dull,
as if they only attack when on the same height.

So for now they have a lame awareness when on surface level.
I think I let it make the dog_jump so it becomes a bit faster.

#47 2018-09-30 16:55:22

Kingsmen
Guest

Re: Quake 1 Player

Dog jumping fishes.
That sounds cool ;)

Looking forward with what you come up with. Nice model Madfox.

#48 2018-11-09 02:52:53

Madfox
Member

Re: Quake 1 Player

After testing the madfoxed player in Deathmatch I saw it has not the same pose statement as the original.
There for it acts a bit kinky, and I have to repost the model again.
It still has a rough triverse movement, something I am not ready with.
So here is a new downlink :
home.kpn.nl/lo2kf8/quake/models/mf_dmplayer.zip

bowogr0.GIF

Last edited by Madfox (2018-11-09 02:53:53)

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