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  • NightFright
    replied
    Maybe you are missing da magic touchy touchy. But well, main thing is it gets done. I am currently playing a few DoA/SoA bonus missions. Gratefully, there aren't too many of them. Basically Death's Dominion, Gotshun's Lost Levels and The Night Journey.

    Sometimes it helps to see the models in a new context/environment. It's remarkable how well the old models still blend in with the new ones, even though DoE models still have more detail than in SoA.

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  • osjclatchford
    replied
    cool. oh and btw, I do use qme... in fact I onnly use qme for mdls...so I dunno why the file is so mahoosive...

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  • NightFright
    replied
    Almost! There were a few red glowing pixels on the top of its left hand (dunno if they were there before), but I was able to remove those by myself. The final version is on Github now, compressed to 470 KB and ready to use.
    (BTW: You can do the compression on your own easily. All you have to do is to open the model in QME and save it again.)

    Anyway, most of the work was done by you, so thanks a lot - again! Will keep playing with the models and see if I find any other oddities. Next revision will rather be about bugfixing again, I guess - unless Nightdive comes up with that DoE Zombie, for which we should wait, anyway.

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  • osjclatchford
    replied
    heres your mummy fix:
    https://www.mediafire.com/file/9ew10...t_fix.zip/file
    will need your magic to reduce the filesize though...

    Leave a comment:


  • osjclatchford
    replied
    Ah yes. Indeed tis angled. So used to doing mine angled I forgot about centred version for other users... True there are gaps when animating that have gone unnoticed due to making this with angled view in mind. Doh, Might fix that later if I can. Might be cowson to do it now though... Grrr. Nevermind. The deware one is more classic anyhow... Think this is best kept as an alternative for now. Off to work now so mummy will be tomorrow...

    Leave a comment:


  • NightFright
    replied
    It looks good! Wouldn't use it already due to its angled nature, though. Also, maybe check that model for seams. If you move its position to the left by 3 units for testing, you can see that the moving parts have gaps. I guess that's where you attached the moving barrel part. You probably wouldn't see it otherwise, but if anybody does with the model what I did, this might turn into an issue.

    Leave a comment:


  • osjclatchford
    replied
    Not a problem, NF, I'll take a look soon. will post the fixed skin later today/tomorrow morning...

    while you're waiting, I've some time before work this morning and have decided to play with weapons.
    the new models, the deware models and classic all have features I rather like that dont always feature on each other.

    so take this shotgun:


    you can see the one on the left is deware's.
    I like the classic feel. I like the version that has the moving pump also.
    but I also liked the form of the enhanced shotgun's pump.


    well half-dead over at mod-db (and on youtube) has been playing about with the new enhanced models too. I used one of his conversions as a base and have been twisting, cutting, re adjusting both the model and the skin to use features of deware and the id1 style of textures on the new enhanced model.

    SO. the one on the right is my new one.
    it has the moving pump but the pump has all the detail and smoother form of the new enhanced one.
    it has the much nicer rounder barrel but with the proper id1 colours on it (would have used the deware texture with the reflection of the pump segments actually on the barrel but couldn't get that to move along the barrel with the pump like on the deware one. shame)
    the rear reciever has a more realistic and shaped section and this has been edited to better match the texture of the original id1 skin.

    all in I'm rather pleased with it.

    not really needed for the AMQ IMHO as the deware model has the chunky oldskool look that feels just right but its worth posting here for those who want alternatives and I cant think of a better place to put it!

    oh yeah, here's the model itself: OSJC_shotgun_deware_enhanced.zip
    Attached Files

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  • NightFright
    replied
    Found an issue with the Mummy from DoE (mummy.mdl). Its skin lights up like a Christmas tree in the dark. This couldn't be seen in DoE itself since the model is placed in a well-lit environment, but in the user map pack "The Night Journey" it shows.

    MJVBkuj.jpg

    The offending color seems to be R:159 G:91 B:83 (Hex: 9F5B53). Anything that can be done about these fullbright pixels?
    Last edited by NightFright; 09-22-2021, 02:54 AM.

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  • NightFright
    replied
    For what it's worth, some of the conversions are even better than the MD5s. The Demon's arm doesn't clip into the floor after death, same as the Ogre. Also the Grunt has correct brightmaps on the gun.

    Right now, I am using the new pak files for the watervised maps, resampled sounds and fog effects, but with the progs.dat from the AMQ to override all the crap they added (e.g. achievements) which is useless outside of Steam. The only thing that still eludes me is DOTM since I can't figure out its progs.dat and how to de- and recompile it properly. I would like to make it work with vanilla code, but for that I would need to know a bit more about QuakeC.

    Anyway, we are focussing on ID1 and the two original missionpacks here, and it's mostly about models. Even though I have to say I made nice progress with the code part, too.

    Leave a comment:


  • osjclatchford
    replied
    cheers, bud!

    I keep getting the whole "quakespasm can use md5's now" thing from everyone all over the place, suggesting that the AMQ project is obsolete.
    A little reminder to all the nay-sayers and griping complainers that there are still many other engines out there that do NOT support md5.
    mdl is always going to be the safe bet for compatibility.
    Another factor for me is that I've not updated my quakespasm for some time and might not for a while.
    last time I did that the machine I had couldnt run it... a risk I'm not keen to test again anytime soon...

    Also worth mentioning that if not for my most recent endeavours on this project their fancy new monsters would still be without matching headgibs at all... in mdl or md5 (thanks trickle).
    same goes for your ammo bsp's. they'd be dealing with the old plain boxes without those.

    Instances of imagined vertex wobbles and miniscule detail variant interpretations have truely tested my patience to quite an extent on this too. nitpicking, critisizing nonsensica, without any suggestion or offers of alternatives leaves them bitching for the sake of bitching.

    cretins aside, its a great project and I'm just glad I was able to muscle my way in on it! but then I believe that as long as you are actually contributing, then you have a part to play... eh, anyway. the show goes on and will continue to for many a year on and off I feel. in the end we do this for ourselves first. then share the goods afterwards...
    we're nice like that...

    so the moral of the story is: appreciate what you've got

    'cause basically, we're fantastic...


    ...oh and humble, don't forget humble...
    Last edited by osjclatchford; 09-21-2021, 05:15 AM.

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  • NightFright
    replied
    Amazing news, congrats! I am really glad things worked out for you, at long last! And no worries, I don't think there'll be too much to do here for a while. I'll stay watchful and see if anything useful pops up over at Doomworld. It'd still be great to have something again at some point which isn't ripped from Enhanced.

    Leave a comment:


  • osjclatchford
    replied
    ok buddy. Ill do it asap once its up and available...
    good news for me is Im working again, YAY!
    will surely make time to do this simple fix though, so no worries there...

    Leave a comment:


  • NightFright
    replied
    Looks like we might get our hands on a Zombie with additional DoE animations after all.

    Over at Doomworld, someone complained about the Zombie missing animations when climbing from the cross in R2M5 and R2M7. Apparently Nightdive will fix that in an upcoming update since it only happens with MD5 replacements and they can do something about that. So as soon as the new model is available, all we have to do is to convert that one to MDL and we have our DoE replacement, at long last.

    @osj:
    Will let you know once it is available and will provide you with the model then.

    Leave a comment:


  • NightFright
    replied
    After a lot of playtesting, I feel confident enough to make a new release. Revision #26 is available, at long last!

    As usual, download from ModDB or directly via Github

    Changelog:
    • Added:
      [ID1] Spawn (from Quake Kex, converted by osj)
      [ROG] Hellspawn (based on Spawn from Quake Kex, converted/edited by osj)
    • Update:
      [ALL] Progs.dat: Support for new DOPA episode ending text (client.qc), fix for losing runes under certain conditions (client.qc/world.qc), fix for items spawning too early (items.qc), cleaned up code to eliminate most compiler warnings
      [ID1] Progs.dat: Deactivated "sv_aim" reset to 0.93 after loading new level
      [ID1] Chthon, Death Knight, Enforcer, Fiend, Ogre, Rotfish, Scrag, Vore, Zombie (from Quake Kex, converted by osj)
      [ID1] Headgibs: Death Knight, Enforcer, Fiend, Ogre, Scrag, Shambler, Vore, Zombie (by osj)
      [ID1] Rocket Launcher (from Quake Kex, converted by Seven and edited by osj)
      [HIP] [ROG] Progs.dat: Quad cheat sound fix, shooting/jumping when respawning fix, sliding/not-jumping on monsters/boxes/players fix
      [ROG] Multi-Grenade Ogre + headgibs (based on Ogre from Quake Kex, converted/edited by osj)
      [ROG] Multi-Rocket Launcher (based on RL from Quake Kex, converted by Seven and edited by osj)
    Thanks to everybody who was involved in making this happen!

    Leave a comment:


  • NightFright
    replied
    You got a keen eye there. I admit I never noticed it ingame, but when looking at the model from the side in q1mv, one of the arms indeed points down instead of laying flat on the ground. Well observed!
    Last edited by NightFright; 09-07-2021, 03:09 PM.

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