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Authentic Model Improvement

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  • capnbubs
    started a topic Authentic Model Improvement

    Authentic Model Improvement

    Update 21/03/2013: Player model added to pack.

    Current Features:

    Player - New model, texture and animations.

    Dog - New model, texture and animations. New head gib.

    Grunt - New model, texture and animations.

    For Modders:

    Complete .blend files included.
    UV maps for new textures included in high resolution.

    Downloads:

    Authentic Models Pack





    After playing around with Quake for a bit the past few days I decided that the models could do with a bit of improving.

    I decided to start by attempting to update the Grunt. I really like the original aesthetic of quake so I worked with the original texture and rebuilt the model from the ground up. I'm also working with the original .mdl format so these will work even in vanilla Quake.
    Last edited by capnbubs; 03-21-2013, 10:15 AM.

  • NightFright
    replied
    Well, at least now we know where we have to put the limit regarding skins. TBH I didn't know there are any limits in modern ports regarding that. But yeah, if you think about it, a large skin for a small model isn't really necessary.

    Leave a comment:


  • Tea Monster
    replied
    That's a shame, but oh well. I was always a bit suspicious of the exporter saying "I'll take care of all that for you". Relying on any kind of auto settings with game art is usually a passport to getting 'rekt'. I've been happily resizing stuff with Phredreeke's help

    Leave a comment:


  • NightFright
    replied
    Outstanding!

    Since a few important fixes came together and it doesn't seem we are waiting for something big on short notice, I will do a service release now so we have a solid base to work with again.

    Download Rev.#24 on Github
    Auth Model Pack on ModDB

    Changelog Rev. #24 (Mar 1, 2021)
    • Update: NPCs
      [ID1] Fullbright pixels on Chthon skin removed by osj
    • Update: Weapons
      [ID1] Smoother recoil animation + skin adjustments for Rocket Launcher by osj
      [ROG] Smoother recoil animation + skin adjustments for Multi-Rocket Launcher by osj
    • Update: Items
      [ID1] Pentagram of Protection by Lunaran (from "Copper")
      [ID1] Quad Damage by Lunaran (from "Copper")
    • Update: Props
      [ID1] Lava ball by osjclatchford (based on Chillo model)
      [HIP] Lava rock by osjclatchford (based on Chillo model)
      [HIP] Proximity bomb by osjclatchford (based on Chillo model)
    • Fixes:
      [ID1] Backpack UV mapping skin fix by Tea Monster
      [ROG] Anti-Grav Belt skin downsized by 50% (to avoid issues in many ports)
    Last edited by NightFright; 03-02-2021, 04:58 AM.

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  • osjclatchford
    replied
    belt_osjc_resize.zip like that?

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  • NightFright
    replied
    Ok, change of plans.

    Looks like 480 pixels is max skin size in Quakespasm, too. This only works in QSS, which I am using, so I couldn't confirm this issue.

    Therefore we need to downsize that anti-grav belt skin size after all. Otherwise anyone not using QSS will not be able to load this pack with DoE. Ideal would be shrinking the skin to 50% size ( 352x388 ), which should be more than enough.
    Last edited by NightFright; 03-01-2021, 02:17 AM.

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  • NightFright
    replied
    Someone reported a problem with the anti-grav belt in R2M8 when using vkQuake. Apparently it's about skin size since the error is about the skin being taller than 480 pixels.

    Since it works in Quakespasm, I consider this to be port-related and recommended to open an issue about this in the vkQuake Github.

    Leave a comment:


  • osjclatchford
    replied
    Yeah, thats true. It'd be a damn shame for all my work on the skin to go to waste.
    so for me, Im gonna be using that one long-term, methinks.
    as I say, I will still use the ad one in ad as the regular ogre...
    would still like to see whatever tm manages to cook up though. altermatives and choices are never a bad thing...

    Leave a comment:


  • NightFright
    replied
    Yepp, sometimes it's better to not add anything right away. TBH I doubted that AD ogre could ever be good enough to rival the Chillo edit which took a lot of effort to get it where it is now.

    Leave a comment:


  • osjclatchford
    replied
    yeah I suspected no less would be the result. but as you say, we got what we got and that is far from nothing.

    as for the ogre.
    its funny but I've only just loaded up quakespasm today after a little leave of absence from it and I found that 'new' ogre (based on the quake1.5/ad one) to be abbhorrant to me now!
    Ive actually gone back to the chillo one we've been using up till now...
    I think, in the end, I just prefer the characterisation of the animations that it has.
    quake is all about atmosphere and I think the chillo one has that in droves, espescially the idle/prowl animations...

    yeah the model has some bugs (neck etc...) and yeah the ad one is technically a better match model-wise but it just seems a little too cartoony and less menacing to my eyes now.
    still its a great model to be used as mon_ogre.mdl when playing ad, this way all of the ogres in arcane dimensions will match...

    anyway... funny what a break can do to your opinion of things, is what I guess I'm saying...
    Last edited by osjclatchford; 02-26-2021, 12:40 PM.

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  • NightFright
    replied
    Makes sense considering he is only posting images of voxels on Twitter since months. Guess we'll have to write Chillo off for anything Quake-related from now on. A pity, but he did quite a lot after all, anyway.

    Leave a comment:


  • Tea Monster
    replied
    Chillo got back to me and he explained that he has moved over mostly to voxels and he isn't able to lay hands on the source files for his Quake models. I thanked him for getting back in touch.

    Leave a comment:


  • NightFright
    replied
    The latest "candidate" would also need a smaller head iirc.

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  • osjclatchford
    replied
    well, the one I gave you to rig has a jumpy-assed limpy walk cycle... the one from bloodshot does not but has jello-skin vertex-wobbling...
    to make the ogre playable really we need the skin integrity of the one I sent you (based ont he original sock model) but with better walk anims...

    Leave a comment:


  • Tea Monster
    replied
    With the Ogre, what problems were you having with the animation?

    Leave a comment:

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