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- OSJC's 'enhanced' quake1 model conversions pack v1 -

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  • NightFright
    replied
    Only now I noticed a glitch with the grenade/multi-grenade launcher: The first (idle) frame has the top of its muzzle flat instead of round. The firing frames are correct, i.e. the front of the muzzle changes its shape while firing, which is weird. This apparently happens during the conversion process - wasn't able to make it look better on my own with Noesis. Affected are the first and the two last frames of the animation.
    Last edited by NightFright; 07-03-2023, 06:32 AM.

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  • Lanzon
    replied
    These new models just reminded me how terrifying Quake monsters are; just imagine if these were the actual models released back in 1996! I remember back then how disturbing it was looking up close at the (now quite outdated) Shalrath model and noticing how the thing has its face and extremities bathed in blood, not to mention it being a hideous spider abomination. Shamblers seem to have that huge maw and other body parts covered in blood too, as if they've just had some poor sod for a morsel; Spawns are just as creepy as they were then.

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  • osjclatchford
    replied
    those fucking guys and thier bloody nitpicking...

    dont use interpolation. there fixed...

    AFAIK That has absolutely sweet FA to do with anything I've done to the models.
    its just how they are built.
    The program I've used simply converts them from md5 to mdl. I have no control over how it does it.
    Also, Its is not a hack not to use Interpolation. it comes off in standard in quakespasm and was never in the orginal quake. its an option. one that came with glquake first, I believe. it is of no interest to me as I dont use it and would have no idea what even is causing it.
    If anything its a hack to have it on. doing so mbreaks the id1 v_nail model's muzzleflash for example.

    if you're that bothered by it in quakespam type r_lerpmodels 1 intot he console.
    bam fixed...

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  • NightFright
    replied
    The Func guys pointed out some issues with the conversions. It has to do with interpolation and only looks right if interpolation is turned off.

    - Muzzleflash of the Enforcer when firing is off. It's not where it should be. Can confirm this for the AMQ model we use.
    - GL muzzleflash seems to have different textures on each side
    - Knight kneel animation has wrong height (issue inherited from original model)

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  • osjclatchford
    replied
    the ogre has his doe skin.
    theres also this tarbaby skin with its doe counterparts added: https://www.mediafire.com/file/wvs9s...rbaby.zip/file
    if you want more mp skins, go check out the AMQ... there's doe skins for chillo/luneran's models for the knights.

    But no, I've no intention of doing any more of those...
    If suitable third-party ones surface they will, of course be added but I will not be making them myself...

    unlike the ogre, altering the skins on the hellknight and knight models from the 'enhanced' pack is a bitch... the models are cut to bits on the skins. perhaps with the intention of making alteration by a third party more difficult... perhaps not.
    altering the chthon to be a lavaman is a similar cowson. I'd never be able to get the lava texture alligned right, I can tell you just by looking at it.
    plus his face would be a mess as this model has modelled on 3d teeth that would get in the way of the lavaman face...
    so, as far as I'm concerned its beyond my skill and level of interest at present. I'm not a huge fan of the MP's in fact Ive never played DOE and having watched a playthrough I dont think I'm missing out on much. did enjoy SOA when it came out back in the day but it isnt really worth a replay IMHO. feels more like a poor substitute for zerstorer, now that Ive played many times...


    anyway, back on topic, I have been at this on/off for three days now and really fancy a break from it.

    anyone can feel free to add to this project if they wish...
    its no more than what I did in the authentic models thread.
    thats what the forum is here for afterall.
    share and share alike.

    come up with something good enough and I'll put it in the pack...
    Last edited by osjclatchford; 08-28-2021, 04:37 AM.

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  • RangerXT
    replied
    Any chance we could get versions with the mission pack skins as well?

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  • osjclatchford
    replied
    well I'd be lying if I said I hadn't forgot this one because I did...

    proper scrag headgib model and skin...
    osjc_h_wizard.zip

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  • osjclatchford
    replied
    and the shambler...

    which, ironically, being the last one to be done, was probably one of the ones most needing a new headgib!
    osjc_h_shams.zip

    phew, busy morning...

    *edit*
    the main pack now includes a fixed version of the h_knight head too. simply closing off the bottom of the model, where it was cut off of the knight body.
    Attached Files
    Last edited by osjclatchford; 08-25-2021, 05:15 AM.

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  • osjclatchford
    replied
    and of course h_shal
    osjc_h_shal.zip


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  • osjclatchford
    replied
    also h_zombie:

    as above, merging the new with the old one's neck-stump.

    again, it is in the main file but for those just stopping by:
    OSJC_h_zombie.zip

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  • osjclatchford
    replied

    same treatment for h_hellkn
    merging the new with the old one's neck-stump.

    again, it is in the main file but for those just stopping by:
    OSJC_h_hellkn.zip

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  • osjclatchford
    replied
    new h_mega model.

    made by blending the original h_mega and the new enforcer head together... much better...

    get on its own here:
    osjc_h_mega.zip

    or get it from the main file link on the opening post...
    Attached Files

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  • osjclatchford
    replied
    NightFright thanks. good to know for the future...


    Some of you may or may not remember that bloodshot once did a model of the fiend and it had full-bright glowing eyes.
    I rather liked this effect and as such have made a skin with the same feature for the new model:
    https://www.mediafire.com/file/q2jv5...emon2.zip/file

    the observant among you will also noticed that Ive used chillo's h_demon.mdl and reskinned it to match the new (and to the same extent the original) demon model.
    the headgib can now be found in the main pack but ive included it here too for those who either already have that and/or are just after the glowy eyed fiend...

    Leave a comment:


  • NightFright
    replied
    I don't think DP supports MD5. It's a format introduced in Doom 3. While DP was updated until approx. 2018 and could have adapted the format, it apparently ended with Quake 3 (md3). At least I can't see anything about MD5 in the DP readme.

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  • osjclatchford
    replied
    just re-uploaded to fix the stray animation frames still h_mega and, it turns out, the h_knight had the same issue. all fixed.
    as for the z axis? Im not bothering with this as yet on this project. it works fine in quakespasm and that was the intent.
    but, I've not tested in other engines* like markV, qrack and darkplaces so I'll leave that to you guys to report any bugs that occur in those...
    but bear in mind that I'm a quakespasm exclusive user so some fixes may or may not be possible by me as I have no means of testing in other engines...




    *kex bug reports not of interest to me yet as it seems riddled with errors and I have the sneaky suspiscion it will either get changed or abandonned real soon...
    anyway, the whole point of htis project is for other engine users to make use of the models. if you're a kex user then you can just use the original md5's anyhow...
    makes me wonder... does darkplaces support md5..?

    Leave a comment:

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