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Go Back Home > Forums > Quake Talk > Media > Show us your modeling project(s) Search Forums

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Unread 02-15-2017, 02:05 PM   #291 (permalink)
Knight
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As the map is rather queer to find, here's a link to it.

home.kpn.nl/lo2kf8/quake/maps/Hangar01.zip

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Unread 02-15-2017, 02:58 PM   #292 (permalink)
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neato.... why not use the models from risen3D though? they look much better imo.
or most of them do at least... the animation of the soldiers look kinda cringey

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Unread 02-15-2017, 03:55 PM   #293 (permalink)
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I didn't get the risen3D models compared to quake1 as their resolution is much to high to fit the Quake 1000tris/2000verts standard.
Reason why I converted them , and the soldier had only four frames.
That's why it looks so lame, while the DoomGuy had a nice crouch frame.
My intention was to make a quake mod with the traditional doom monster, and have an easy setup to make one of your own.
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Unread 02-15-2017, 04:31 PM   #294 (permalink)
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oh btw arcane dimensions already has a really nice lost soul in it
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Unread 02-21-2017, 03:50 AM   #295 (permalink)
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Originally Posted by Madfox View Post
I took some time and converted the gldoom monsters to quake1.
Then added the original sprites and construckted the base map.
Qc is all in there "Doom Hangar for Quake1".

QuakeOne - Quake 1 Resurrection - Madfox's Album: Doom hangar for Quake1

anderandrew: with fimG it is easy to make a sprite of that barrel.
that looks awesome
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Unread 02-23-2017, 11:58 PM   #296 (permalink)
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converting the ring's balrog to quake1.



@bgf0302: try the map.

@talisa:I know, all AD monsters are recoded to projectiles.
I worked on a the zombyknight and a crossbowknight on lower case.
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Unread 02-24-2017, 08:27 AM   #297 (permalink)
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Hello Madfox,

You always amaze me with new and unique models.
Your style is very Quake and has lots of details, just like your maps with all those animated models. That makes them really special.

Please keep on doing what you are doing.

Best wishes,
Seven
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Unread 02-25-2017, 01:14 AM   #298 (permalink)
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Thanx! How's the Quake player evolving?
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Unread 02-26-2017, 08:03 AM   #299 (permalink)
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Originally Posted by Seven View Post
Hello Madfox,

Please keep on doing what you are doing.

Best wishes,
Seven
Yes - please keep doing what you are doing! Very nice work
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Unread 04-22-2017, 08:32 PM   #300 (permalink)
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Making a custom pak for Quake2 with a WW2 Waffen SS theme. I'm making a few new models to go with it. Just some quick samples of a couple I've already completed.

M24 Stiehlhandgranate potato masher grenade for grenade pickup models. An identical model is used for hand grenade projectiles, although for grenade launcher projectiles, I have a mortar shell model. Still trying to find a good way to get a good screenshot of it either in action in the game, or with a model viewer of some kind that will use the 1024x1024 PNG skin instead of the 256x256 PCX skin (with the terrible Q2pallete applied).


SwastiQuad quad damage model.


For the invulnerability powerup pickup model, I was hoping to do something that looked like the SS totenkopf skull and crossbones. Problem is if I get too polygon-heavy with it, I'm almost positive that converting it from Milkshape3D to the MD2 format will end up shifting vertices around and leave weird unintended humps all over it, and possibly leave gaps between some triangles too. Had that happen before with a Slayer band logo pentagram quad damage model I tried to make one time. The eagle talons on the sword handles got hammered 80 different ways out of whack when I converted it from MS3D to MD2. To minimize that tendency, I had to completely redesign the sword handles to use as few polygons as possible while still retaining a shape that could be skinned to somewhat resemble eagle talons.


Last edited by Focalor; 04-22-2017 at 08:45 PM..
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