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Originally posted by talisa View Postalso, the drake mod is also available seperately, and the source of the mod is included with it http://www.quaketastic.com/upload/fi.../drakebeta.zip
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also, the drake mod is also available seperately, and the source of the mod is included with it http://www.quaketastic.com/upload/fi.../drakebeta.zip
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its a mod for quake, and a bunch of maps have been made specially for it.
most notable are the unforgiven and something wicked map-sets from earlier this year,
and the SoE and Nsoe map-sets
something wicked
unforgiven
SoE
Nsoe
Nsoe2 (update to Nsoe)
the maps include the drake mod with them
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the drake mod is a really absolutely brilliant mod
it adds a bunch of new weapons, a lot of new enemies, some of which taken from hexen2, adds new powerups
and even completely new game mechanics, like being able to shoot of heads of enemies.
you should give those maps a try, they are all really great
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Is this drake mod a seperate game? If so, where can I download it?
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uhuh ive noticed that indeed, that it can be a pain in the ass to even get a model to export properly with some file formats
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i hope one day i can get good enough to be able to make actual characters.
like i would love to be able to make models to replace some of the monsters from the drake mod,
especially the night-gaunt which i think is an absolutely awesome enemy
the model it has doesnt do this awesome lovecraftian creature justice imo, it looks kinda cute actually
what the monster really looks like and how id love to make him look in drake:
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and also id love to re-do the baron, which is a pretty awesome enemy
the model has a lot of texture-stretching (especially on arms) and the vertexes are extremely 'swimmy'
cuz of the high amount of polys and having quite fancy animations while it is an mdl model
its quite amazing for an mdl, but this enemy could look so much better if it would be an md3Last edited by talisa; 11-13-2013, 01:09 PM.
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No doubt, character modeling is really involved. I have yet to bring a character model to complete life. I get really far but never quite reach the finish line. Depending on the format, just getting a character model to export properly can be a huge pain in the ass.
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thanx
if id replace the axe in his hands i would choose to replace the model in its entirety so the whole model is the same amount of detail
but sadly my modelling skills are nowhere near good enough for that, i can only do some very basic modelling,
stuff like making complete characters like that is not in anywhere in the near future,
id need a looooooooooot more practice before id be able to make such complex models
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thanx gdiddy
@gypsy and JD
just checked and indeed, the model itself isnt animated at all and rotation is done with QC.
so that made my work extremely easy, all i had to do was scale and position the model to match original and voila
GET IT HERE!
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also i noticed i forgot to add qfist.tga to the pk3 of the replacement hud axe
so i fixed that and uploaded new pk3 which includes the texture.
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replace the axe in the axeknights hand with mine? sure i could do that without much problems,
but it would make the axeknight himself seem quite ugly compared to the axe he's holding
so i wont be doing that for that reasonLast edited by talisa; 12-04-2013, 03:29 PM.
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You don't need QC. You just change all the models and maps and then tell people the back story.
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you know i was thinking of that too but check the progs folder cose i think the rotation is all in the QC. (not 100% on that) you just need to make it with out the hand. if you can replace the ax in the knights hand or at least the skin so it matches that would be impressive.
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thanx JD!
and i most certainly will
was thinking i could also use my axe as hi-poly replacement for the axe that the axe-knight in drake throws at you.
should be easy enough since i assume the model only rotates forward in a loop
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SWEET! nice work talisa! ill give it a try but im kinda still stuck on the sword you made. keep up the modeling work.
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