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InsideQC Forums • View topic - Fun with new Quake1 models

Fun with new Quake1 models

Discuss the creation of various model formats for Quake engines, and related matters to modeling.

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Fun with new Quake1 models

Postby Madfox » Mon Nov 30, 2015 12:08 am

Couldn't stand to leave The Quake1 without the Orb,
so I scrunched it out Q3 and gave it the creep to that weary grunts.
Image
Then I thought it time The Old One threw some young,
that reversed in this DarkYoung.
Image
As I remember there was a serpent in the QuakeTest that was never used,
so I took the parts and converted it.
Image
HL2 had a low poly model MrBig, and I think he loves his gun!
Image
It's been a long day without rotten_fish!
Image
Modelling can be great fun!

:wink:
Last edited by Madfox on Mon Jun 11, 2018 8:59 pm, edited 2 times in total.
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Re: Fun with new Quake1 models

Postby qbism » Mon Nov 30, 2015 3:28 am

Oh man, I hope you'll use the DarkYoung in a map!
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Re: Fun with new Quake1 models

Postby frag.machine » Mon Nov 30, 2015 10:24 am

Very creative work, I like specially the level of detail in the skins.
I know FrikaC made a cgi-bin version of the quakec interpreter once and wrote part of his website in QuakeC :) (LordHavoc)
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Re: Fun with new Quake1 models

Postby Madfox » Tue Dec 01, 2015 1:34 am

@Qbism- I made a Dark young that only attacks with the upper side, so you can't see it coming. Its stand, walk and run poses are flat, which give it a very rare attack.

@fragmachine- The commen qmle skins are h160/w320. It helps a lot by scaling up these dimensions. Most work is to connekt the sepperated Q3 parts into one, and hope they don't cross the 1000verts/2000tris limit.
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Re: Fun with new Quake1 models

Postby Error » Sat Dec 12, 2015 11:04 pm

Any chance you'd release these in a model pack one day? I'd love to play around with them.

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Re: Fun with new Quake1 models

Postby Madfox » Wed Dec 16, 2015 4:00 am

Well for now I'm working to get these monsters inside my new quake map.
It's almost done and I'm testing it.
You better might see them ingame.

I tried to send you a private message, but I get this warning:
The requested users to be added do not exist.
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Re: Fun with new Quake1 models

Postby Madfox » Wed Feb 15, 2017 6:09 am

Made an addon for catwoman. A little thin, and rather short ranged.
Maybe I should turn the whip into a bold striker.
Image
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Re: Fun with new Quake1 models

Postby Madfox » Sat Jun 17, 2017 2:30 am

Resistance is futile!

Image

:cool:
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Re: Fun with new Quake1 models

Postby ceriux » Thu Jun 22, 2017 9:46 am

Those last two models are nice what are you using to make your models?
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Re: Fun with new Quake1 models

Postby Madfox » Fri Jun 23, 2017 12:12 am

The major block on making models for Quake is a good program to work with.
I tried several, Milkshape, Max3d, Blender, but my fall always was the stubborn way these programs operate with modelling in general.

It's been a great wish to model for Quake, but as these monsters were made with a rather old program (1994) it was quiet a task to get my finger on it.
In time I learned there were more ways to archive the goal, and this moment appeared when I bought the AnimationMaster.

This is a intuïtive studio, that makes use of simpel patches of triverses, which then can be boned and animated the way I like, export them to dxf or 3ds, and then import them in QMLE.

Little twist is that the patches all are seperated, so for example importing Quake's player dxf leads to the same model (vertices 212 triangles 408) but when I export them I regain the model back on vertices 208 triangles 722 triangles.
What happens is that every possible triangle that could infold would be included.

This was a rather chunk for me, as I couldn't add new poses to excisting models.
In fact, as I wanted to add new poses, I first had to copy all the excisting subroutines, before I could start making new ones.
In this way I made a new Quake player, that has new subroutines like swimming, jumping, crushing, crawling , but Quake just hasn't enough th_func possibillity to make them go.

I haven't enough knowhow to make the qc go the way I want, so for now I'm just fiddling on new monsters with the five possible qc actions, and alter them as much I can.
Here is an example of some of the things I made, with the q1player in altered state.

You can find them here, as some levels I did for the last booth in 2016.


:cool:
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Re: Fun with new Quake1 models

Postby Madfox » Wed Jul 19, 2017 12:15 am

Modelled a "Venus Fly Trap" for defeating the knights!
Hard part is coding it so it could swallow the player,
and to keep it a static entity.

Image

Image
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Re: Fun with new Quake1 models

Postby ceriux » Thu Jul 20, 2017 7:25 pm

That's cool
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Re: Fun with new Quake1 models

Postby Madfox » Mon Jun 11, 2018 8:51 pm

Last ones I made for the Quake Startrek mod.

Image
Quark, oh editor, you took twenty years of my life!
:shock:

Image
Without Rom he wouldn't come very far.

Image
This big chunk I recompiled from another Warhammer monsters(?) "Terminator".
Yes it's large, shoots nails and missiles, and threw me out of the game several times.
:cool:
Last edited by Madfox on Tue Jun 12, 2018 1:03 am, edited 1 time in total.
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Re: Fun with new Quake1 models

Postby ceriux » Mon Jun 11, 2018 11:08 pm

Screens are dead
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Re: Fun with new Quake1 models

Postby Dr. Shadowborg » Tue Jun 12, 2018 12:32 am

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