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  • Real Weapons Mod (reupload)

    3 months ago someone informed me on my now defunct 'mindzx' youtube account that all the links to this was not working, boooooo

    http://www.filedropper.com/ace12ga-quake-20120425 , author/creator is Evan <Ace 12GA> Prentice !

    I didn't even make the mod, I just uploaded the video of the mod most likely for a News article!
    here is said video
    [ame]http://www.youtube.com/watch?v=MQPFrY0myj4[/ame]

    Note : I would have updated the original post for this, but it was

    -locked
    -not my original post

    You can find that original News article -> HERE
    Last edited by Mindf!3ldzX; 06-10-2015, 02:36 PM.
    Want to get into playing Quake again? Click here for the Multiplayer-Startup kit! laissez bon temps rouler!


  • #2
    Ya know,

    I have always fancied doing something like this.
    Even though it has to be one of the more common mod ideas out there, I think it would be good modelling practice.

    The hardest part (for me) would have to be doing the hand/arm model and animations as I don't want to use other peoples work.
    At some point I am going to have to stop avoiding it and bite the bullet.
    Username : Atomic Robokid on Steam

    Please check out my Quake made things:

    https://www.indiedb.com/games/run-over
    https://adam-freeman.itch.io/hazard
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    https://adam-freeman.itch.io/beyond

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    • #3
      Originally posted by Adam View Post
      The hardest part (for me) would have to be doing the hand/arm model and animations as I don't want to use other peoples work.
      At some point I am going to have to stop avoiding it and bite the bullet.
      Hi Adam,
      Strangely enough I am working on just that for another game as a learning exercise in conjunction with a pistol type model. The idea being that the player will be able to see the hand fire the gun, receive a "kick", eject mags and reload. I created an arm yesterday, added a skeletal armature to it which quite happily moved and pivoted in the right places but left the outside arm (the skin) in situ
      I'm sure that for someone like Tea Monster or golden_boy it is something they could do with their eyes closed but to make it look believable is, in my case as an artistically challenged modelling/texturing/rendering newbie, the biggest hurdle at the moment. so Believe me I understand your reticence. Fortunately there are a lot of tutorials and wiki's from some very generous individuals to help you through it so just jump on in there

      Kind regards

      Monty
      Last edited by Mr.Burns; 06-09-2015, 03:18 AM.
      Mr.Burns
      "Helping to keep this community friendly, helpful, and clean of spammers since 2006"
      WWW: Quake Terminus , QuakeVoid You Tube: QuakeVoid
      Servers: Quake.shmack.net, damage.servequake.com

      News: JCR's excellent ctsj_jcr map is being ported to OOT

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      • #4
        Thanks for the support Monty!

        This is the quality I would like:


        This is probably what I will end up with:

        And don't get me wrong, I really like Eldritch the game and have high regard for the lone developer but there is no denying that these hands are basic.

        If I can achieve a HL quality hand then I will be happy (for a while).


        =)
        Username : Atomic Robokid on Steam

        Please check out my Quake made things:

        https://www.indiedb.com/games/run-over
        https://adam-freeman.itch.io/hazard
        https://adam-freeman.itch.io/diver
        https://adam-freeman.itch.io/beyond

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        • #5
          Hello,

          Yes, there are so many things you have to do when creating a mod or a standalone.
          From modeling, animating, texturing, mapping, soundfx, gfx, music, gamecode, enginecode, etc.

          I would say, it depends on your goals and focus of your project, that will tell/force you to use available assets/work or not. Nobody can cover all these areas in medium or high quality. Everybody has his strengths and weaknesses.
          If you like 3D games and are not good at modeling, then there is a basic problem, but as Mr. Burns just demonstrated there is always a way and learning curve is very steep at the beginning. And with every part you make it gets better quickly. And if one absolutely does not enjoy working in one area, then why should you torture yourself, when there are so many others that can do it in no time in a very high quality.
          As mentioned, you cannot do everything by yourself anyway. So do the things that you enjoy doing and use things from others that you cannot or do not want to do.

          If you are a team of several people, then things get easier of course, but I think that teams always have a basic problem, as there are always some people who see things differently and problems/discussion will occur after an amount of time.

          Most people do their work for fun. And that is the most important factor. Once you feel your fun vanishing, it is time to do something else and it will come back. If you listen to game devs that are successful, you will always here the same sentence/advice:
          - Start with doing small projects first !
          - If you have not made small things/mods first, you will not be able to make large ones successfully.


          That is something many people don’t seem to follow/consider, as the scope of their task is too big. I for myself, know my strengths (few) and weaknesses (many) very well and work accordingly.

          The quality level of half life is not bad at all. It is already quite good and for sure better than many Quake mods.

          Fun and curiosity should always be your main drive.

          Best wishes,
          Seven

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          • #6
            Making hands is not easy, I suggest learning to draw things correctly before trying to model them in 3D. Drawing includes an understanding of anatomy, which will be immensely helpful.

            Youtube is full of good "how to draw hands" videos.

            [ame]http://www.youtube.com/watch?v=qUbt1l4tBJg[/ame]



            High-poly modelling and high-res textures / lighting. If someone wants to learn how to do this, polycount is the place to go. But for a Quake based game, this is surely overkill.



            Thumbs or actual fingers probably go a long way to make something look more like a hand!!

            (And are those hands the wrong way around? Hard to tell.)
            Last edited by golden_boy; 06-09-2015, 12:12 PM.
            Scout's Journey
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            • #7
              video makes me think "Counter strike:Quake"
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              • #8
                Originally posted by Syluxguy28O3 View Post
                video makes me think "Counter strike:Quake"
                Yeah, it's like it puts more shooty shoot-shoot in your shooter. Probably not really an improvement, but to each their own.

                Makes me think of Doom 3 a little though.
                Scout's Journey
                Rune of Earth Magic

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                • #9
                  Oh dear... well if nothing else it might spur Adam on to make something amazing and not make the mistakes I made


                  Mr.Burns
                  "Helping to keep this community friendly, helpful, and clean of spammers since 2006"
                  WWW: Quake Terminus , QuakeVoid You Tube: QuakeVoid
                  Servers: Quake.shmack.net, damage.servequake.com

                  News: JCR's excellent ctsj_jcr map is being ported to OOT

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                  • #10
                    Not bad Mr. Burns, although the thumb looks a bit un-thumbish and the fingers are pretty thick and round, I think fingers are a little flat in real world. Pistol looks acceptable, although the grip seems a tad blocky, bevel it maybe.
                    Scout's Journey
                    Rune of Earth Magic

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                    • #11
                      thanks for the up mindzx

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                      • #12
                        Originally posted by JDSTONER View Post
                        thanks for the up mindzx
                        no problem, I am a severe Quake hoarder,if I download it and its Q1 related, I keep it. I even delete shit to make room when needed....

                        Thanks is actually owed to a that random Youtube user, they informed me that all the links was dead.

                        and of course, Evan <Ace 12GA> Prentice is the one to thank for the mod. I had to open the archive and view the readme to find this information. Now he is appropriated credited in the original post.
                        Want to get into playing Quake again? Click here for the Multiplayer-Startup kit! laissez bon temps rouler!

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