The new ring looks already pretty nice. More than increasing poly count wasn't needed. It's a simple model. The biosuit might be a different caliber, though.
It's crazy... we might actually get id1 done if we continue like this. There are ofc small models left like torches and stuff, but these props are really not worth putting any effort into them.
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Dark Places is strange. It will read a variety of different formats like MDL, MD2, MD3 and IQM, but the model file has to be named with the .mdl suffix. So my DP Old One and Ogre are MD3 models, but are named "name.mdl". So, you will undo the PK3 and find an mdl, but it is probably either an MD3 or an IQM.
So rename the model to "*.md3" and see if it loads. If not, then try "*.iqm" and try and again.
Oh, osjclatchford - that link isn't opening for me.
EDIT: As to your earlier question, NOESIS is great for opening and converting model formats. https://richwhitehouse.com/index.php...c_projects.php
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they are mdl. just not a type supported by qme or quakespasm it would seem.
anyway I went another route as far as getting the ring of shadows done:
https://www.mediafire.com/file/uv9rr...el_01.zip/file
the model is simply based on one frame from proj_ringblast.mdl from arcane dimensions but with much edititing to remove the unwanted the frames, model re-orientation and scale and of course the skin.
at first glace you may be forgiven for thinking whats the difference so here is a screenshot comparison pic:
https://www.mediafire.com/convkey/20...gpx0mvmnzg.jpg
as you can see there are a lot more polys on this model and it creates a much nicer and smoother ring illusion...
Like teamonster, I too started out by making a more detailed skin:
https://www.mediafire.com/convkey/20...z77sksulzg.jpg
as you can see, its quite different to the original so I wasnt 100% on it. its available if wanted at all...
Then made up the new one thats much more classic yet still retains a lot more detail than the id1 predessesor...
Enjoy!
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cheers NF, thats most aprecciated!Originally posted by NightFright View PostMaybe the ring model could be used, but it needs to be "de-Darkplace-ified", if you know what I mean. Still wouldn't mind a 100% remake.
*Edit*
Forgot to mention, osj's skins fit even better. Will use those.
i'd love to have a go at reskinning the items (invis ring particularly) that webangel mentioned but I cant even open them in qme...
anyone got ideas on how to convert them to vanilla (or at least quakespasm) compatibility?
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Maybe the ring model could be used, but it needs to be "de-Darkplace-ified", if you know what I mean. Still wouldn't mind a 100% remake.
*Edit*
Forgot to mention, osj's skins fit even better. Will use those.Last edited by NightFright; 01-15-2021, 12:00 PM.
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not really ideal for this project though I think, as those models are not 100% compatible with all engines, I fear.
I cant get 'em to work in quakespasm anyway...Last edited by osjclatchford; 01-15-2021, 10:12 AM.
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There are already models for the biosuit and the Ring of shadowsOriginally posted by NightFright View PostI have checked the cards ingame and corrected two things:
- Both keycards were missing the "rotate" flag.
- Silver keycard skin had some white spots which were easy to eliminate in GIMP.
Other than that, outstanding work! I can't express my gratitude enough, actually. Tea Monster used to be a modelling touchstone for the Duke3D HRP project and it's amazing he can put his skills to good use here as well. Hopefully, there's more to come!
Remaining to-do list for ID1:
- Monsters: Rotfish, Tarbaby
- Items: Biosuit, Ring of Shadows
Those monsters don't necessarily need a refit, even though the fish might be quite simple, but the two powerups could be nice additions. Especially the ring has very simple geometry.
http://quakeone.com/forum/quake-mod-...abled-powerups
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yeah its great, he's truly great!
I used to follow his work for the duke3d HRP over on duke4 forums...
as for the keycards, lovely!
the plague models were nice and all, but not only incorrect as far as authentic representation (I'm looking at you, unwanted crossbar, lol) but actually a little too detailed. all the outer edges are bevelled, to theextent of looking almost curved, which is something you expect more on q3 qnd that era of modelling.
Teamonster's is spot on. just the right level of geometric detail that adds, but does not look out of place.
that. being. said.
there's just one thing.
You know, I, like many, play in texturemode 'nearest_mipmap_linear' so for me that upscale skin looks texture-filted even with texture-filtering off, if you know what I mean.
I couldnt bare it so, you know me, cant resist a tinker about with new models:
https://www.mediafire.com/file/yn9la...eskin.zip/file
I re-ported the classic skin in on the new teamonster model (but had to do a little bit of fudging to get the size right, new aspect ratio was unexpetcted!)
Plus, I had to tweak the green recessed bit so it did not show outside of its recess (was slightly showing on the botom bevelled edge when I first did it...)
anyway, heres a pic: https://www.mediafire.com/convkey/55...7tkec82qzg.jpg
its essentially the same as teamonsters release but the skin is 100% original low-res, (just altered to fit a bit better) which I feel fits in with the other models of the same ilk (health, ammo etc...)
Oh, fyi I used NF's 'fixed' models so they spin 'n' stuff...
If not wanted, meh, its an alternative. choice is always a good thing...Last edited by osjclatchford; 01-15-2021, 09:39 AM.
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I have checked the cards ingame and corrected two things:
- Both keycards were missing the "rotate" flag.
- Silver keycard skin had some white spots which were easy to eliminate in GIMP.
Other than that, outstanding work! I can't express my gratitude enough, actually. Tea Monster used to be a modelling touchstone for the Duke3D HRP project and it's amazing he can put his skills to good use here as well. Hopefully, there's more to come!
Remaining to-do list for ID1:
- Monsters: Rotfish, Tarbaby
- Items: Biosuit, Ring of Shadows
Those monsters don't necessarily need a refit, even though the fish might be quite simple, but the two powerups could be nice additions. Especially the ring has very simple geometry.Attached Files
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Here are the silver and gold 'B' keys. I've not tested the silver key in game and thus there may be some fullbright pixels in the skin. If someone could either take a look or point me to what level it's in I'll do it.
Skins are AI upscales. The Silver Key skin is by Phredreeke. b_g_key_upscale.zip b_s_key_upscale.zip
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I think the blurriness is also due to texture filtering. But even if not, it's a significant improvement over the default model.
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yeah. I know its a little blurry and all that but that can be fixed in post.
its the authenticity it gives that makes that the skin of choice.
+/- perfect match for quake1 assets. just much better model geometry.
its great...
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