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  • Frost R17
    replied
    how do I install the drake mod?

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  • Frost R17
    replied
    Originally posted by talisa View Post
    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
    Thanks for the info, I'll check in to it when I get a chance.

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  • talisa
    replied
    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

    Leave a comment:


  • talisa
    replied
    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

    .

    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

    Leave a comment:


  • Frost R17
    replied
    Is this drake mod a seperate game? If so, where can I download it?

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  • talisa
    replied
    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

    .

    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:


    .

    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 md3
    Last edited by talisa; 11-13-2013, 01:09 PM.

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  • MadGypsy
    replied
    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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  • talisa
    replied
    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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  • MadGypsy
    replied
    Good show, mate!

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  • talisa
    replied
    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!

    .

    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.


    .


    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 reason
    Last edited by talisa; 12-04-2013, 03:29 PM.

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  • MadGypsy
    replied
    You don't need QC. You just change all the models and maps and then tell people the back story.

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  • gdiddy62
    replied
    Always good to see new variations. Great work.

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  • JDSTONE
    replied
    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.

    Leave a comment:


  • talisa
    replied
    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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  • JDSTONE
    replied
    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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