Announcement

Collapse
No announcement yet.

quake 4 to quake 1

Collapse
X
  • Filter
  • Time
  • Show
Clear All
new posts

  • RangerXT
    started a topic quake 4 to quake 1

    quake 4 to quake 1

    How to i convert quake 4 stuff in quake 1. I want a marine as the player and strogg for enemys.thnx!

  • nahuel
    replied
    Originally posted by Shambler234 View Post
    on the source engine or the unreal engine


    why not using cryengine 3?

    Leave a comment:


  • Shambler234
    replied
    Originally posted by Mindf!3ldzX View Post
    Way more logical in my opinion. I think Q1 should be hail-marry'd to every engine, spread the gospel etc.
    There should be a remake on the source engine or the unreal engine, would be cool.
    sadly they would have to have an OK from id, which wouldn't happen.

    Leave a comment:


  • Mindf!3ldzX
    replied
    Originally posted by Shambler234 View Post
    beat me to it.
    was about to say "why not use Q4 and port q1 into Q4's engine?"
    Way more logical in my opinion. I think Q1 should be hail-marry'd to every engine, spread the gospel etc.

    Leave a comment:


  • Shambler234
    replied
    Originally posted by golden_boy View Post
    apart from the fact that it's pointless, you would probably convert the Q4 models to IQM which a number of engines support, and rewrite the qc to make use of their animations. Perhaps using csqc for stuff like animation blending.

    No modeling or animating needed, just a lot of knowledge and QuakeC.

    The Q4 models might animate at a different framerate, so you'd have to pick the animation frames that look right at 10 fps and piece those together in QC.

    You might as well do it the other way around and import Quake's levels into Quake 4.
    beat me to it.
    was about to say "why not use Q4 and port q1 into Q4's engine?"

    Leave a comment:


  • MadGypsy
    replied
    you would probably convert the Q4 models to IQM
    beat me to it.

    Leave a comment:


  • golden_boy
    replied
    apart from the fact that it's pointless, you would probably convert the Q4 models to IQM which a number of engines support, and rewrite the qc to make use of their animations. Perhaps using csqc for stuff like animation blending.

    No modeling or animating needed, just a lot of knowledge and QuakeC.

    The Q4 models might animate at a different framerate, so you'd have to pick the animation frames that look right at 10 fps and piece those together in QC.

    You might as well do it the other way around and import Quake's levels into Quake 4.

    Leave a comment:


  • RangerXT
    replied
    oh... darn. thanks anyway for your guy's and gal's help.

    Leave a comment:


  • talisa
    replied
    yeah this would be very hard to do. cuz quake4 uses md5 and skeletal animations, and quake uses mdl and vertex animation instead.
    DP supports md3 though, so you could use MD3

    you'd have to convert every of the models to at least md3 which darkplaces supports,
    and remake all of the animations manually, like what OoPpEe did with the shamblers castle DOOM3 mod models

    would need to remake animations completely so they match the quake1 animation-frames of the monsters which you want them to replace

    .

    so yeah, as nahuel said, some very advanced stuff, and it would require a whole lot of work
    Last edited by talisa; 04-13-2013, 08:30 PM.

    Leave a comment:


  • nahuel
    replied
    aniway this is very advanced stuff i think

    Leave a comment:


  • nahuel
    replied
    some model convertions and some qc stuff

    Leave a comment:


  • R00k
    replied
    u ccan try noesis

    Leave a comment:

Working...
X