suit.zip
The wetsuit does match up (with some fiddling).
I've not checked for fullbright pixels.
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please see post #751Originally posted by Tea Monster View PostIt does use the original skin (AI enhanced). I had to finagle a few things as I added extra geometry. Give it a try, or dump it here.
or better yet, post #750 (NF has edited the post to include a copy of the original wetsuit.mdl to show you what I mean)Last edited by osjclatchford; 01-17-2021, 02:32 AM.
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It does use the original skin (AI enhanced). I had to finagle a few things as I added extra geometry. Give it a try, or dump it here.
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decided that even though the low poly nature of the id1 lavaball is not a dealbreaker for the specifications of the authentic pack, its texturemapping is just too atrocious, even for something you see so fleetingly.
now i could have retectured the skin. but i didnt. I thought I'd experiment with something with some more poly to it.
So, instead ive altered the perfectly round lavaball from arcane dimensions to be a little more egg-shaped and at the same angle as the original. making it a slightly smoother but not oddly perfectly round version of chthon's weapon of choice.
https://www.mediafire.com/file/mzkvh...quake.zip/file
heres a pic of one on map start: https://www.mediafire.com/convkey/51...nr4w3k46zg.jpg
id1 completion getting closer!
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not that simple. the soa suit has air tanks moddled on. so it is a different model.
the soa wetsuit skin looks all wanky on this model. and, well, yeah theres no air tanks... so it needs to be modelled...
Last edited by osjclatchford; 01-16-2021, 02:50 PM.
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Needs wetsuit skin now. If it's using the original skin, it should not be a big deal.
The biosuit was missing rotate flag again which will be corrected.
*EDIT*
Ah, the wetsuit apparently is not 100% identical to the biosuit model after all. It has an air tank attached. Get the original model from my attachment here so that the necessary adjustments are easier.Attached FilesLast edited by NightFright; 01-17-2021, 02:00 AM.
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yeah, i did that too, back on post 742 already,
you must have missed the part where I'd updated it before you did the same thing! LOL
its no bother, NF has a choice I suppose!
all I did was move the eye over to the left, then merge the model with an unedited copy of itself. I centred the eyes, then repositioned them on the z scale from 1 to 24 to be where the eyes should go. I assume you did something similar...
Also seems you've used those odd shaped eyes I posted at first.
Ive since moved on to properly round ones with an improoved skin.
its much more sympathetic to the originals this way. the teardrop shape is a bit too different for the pack I fear...
heres the final file again: https://www.mediafire.com/file/pgj99...quake.zip/file
and the pic: https://www.mediafire.com/convkey/6e...3kx6tlhkzg.jpg
*edit*
I just got a chance to dl that suit model. Dude, that is some hot shit man! perfect for the project. Damn good work dude!
(no fullbright pixels or anything, only issue is its just missing the rotate flag, but nf can do that when he puts it in.)Last edited by osjclatchford; 01-16-2021, 11:47 AM.
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I just copied them so there were two and put them in the correct position for the original eyes.
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Suit is great but what's with the eyes? I've already done those...
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Here's the eye model. I just duped and repositioned osjclatchford's model.
I've not checked it for any errors.Attached Files
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Here is the suit model. I've had a quick look but not checked properly for full bright pixels. The skin is an upscale. The model itself is the original Id model. I've just literally chopped, changed and extruded here and there.Attached Files
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I am afraid we can't let you leave here any more. I have spoken.
(Before I forget: SoA's wetsuit is using this model as well, just with different skin. If you need the model, just say.)
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https://youtu.be/bB6zdOnFYzk
*edit*
eyes are done (I think?)
pic: https://www.mediafire.com/convkey/6e...3kx6tlhkzg.jpg
file: https://www.mediafire.com/file/pgj99...quake.zip/file
I dont know how to test them in game as I cant see the player model when I am the player model. but they should work fine. ive used qme to compare the size scale and position with the id1 originals.
If someone could test them and let me know I'd be eternally grateful!
made from the mp1 (soa) prox projectile but rescaled , duplicateed/merged and reskinned...
*edit*
just tested it using killerquakepak's throwable camera feature and its chasecam feature and found that the eyes were at crotch level so Ive repositioned the z position of the model in qme from 1 to 24 so its +/- in line with where the eyes are on the player model.
if anyone else can confer this for me in something other than kqp I'd be well happy...
dl is via same link as above...
Last edited by osjclatchford; 01-16-2021, 06:05 AM. Reason: got rid of all the wip rambling and just posted the finished article. + a little vid ;)
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thanks NF. In truth Im really happy with how the ring came out now.
the skin is one of the ones I've done Im most happy with...
however the biosuit is a bit of an odd duck.
I personally dont think its actually that bad a model, as it is. but if youwant more polycount it simply needs a new model from scratch. thats it for that. cant think what else I could reskin to make one. theres just nothing in existance yet LOL
Also, the torches would be nice and I know that chillo did redesign and animate the flames but never released them.
https://twitter.com/i/status/986732918390140928
obviously they were different in style to the id1 models but in the end flames (being a natural phenomena) can be quite different to the id1 counterparts, as long as they actually look more like a real flame? I dunno. thin line to walk there between nostalgia and the rule-of-cool...
anyway, worth giving him a nudge?
If not the flame perhaps the rest of the torch, the actual handle part, could use a few extra polies to make it less square and more round...
also, along these lines, I was vaguely considering the player eyes model, which are currently two floating dice with eye textures. yes I know its minor priority. how often does it ever get seen? well in singleplayer, never, I know but its one of the real easier ones. and is always overlooked in remodel projects.
all we'd really need is a model with at least twice the polys. octagonal instead of square, I mean and then just use the old texture. a doddle for a competant model artist... teamonster for example, wink-wink, nudge-nudge LOLS seriously though the radsuit is a higher priority for now but these other bits are still worth exploring if they take very little effort and you know I'm always available to mess about with skins...
*edit*
oh yeah, I just realised theres no new generic gib models in the pack (is there? I might have missed them)
if not, I'd suggest adding these: https://www.mediafire.com/file/b69t5...r_id1.zip/file
they are the faithful remodels of the three generic gibs to have improved polycount and skin mapping and are currently residing inside arcane-dimensions.
credit to sock (simonOC)
and while I'm at it, there's these bsp's for the large and small eploding boxes: https://www.mediafire.com/file/2yzoo...r_id1.zip/file
these come from quake1.5 so thats credit to bloodshot for these. they have the added geometric detail on the corners that make them match the ammo and health pickups perfectly.
sorry to keep slinging models at you but when you mentioned how close we are to id1 full replacement I figured these would help to achieve that goal...
I know you said a lot of this inconsiquential stuff aint worth the effort but if its done already, what harm is there..?
Last edited by osjclatchford; 01-16-2021, 03:26 AM.
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