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.
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Guest repliedThanx! How's the Quake player evolving?
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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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Guest repliedconverting 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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Originally posted by Madfox View PostI 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.
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Guest repliedI 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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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
Screenshots Page
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Guest repliedAs the map is rather queer to find, here's a link to it.
https://www.quaddicted.com/tronyn-re...ngar_by_madfox
Last edited by Madfox; 06-26-2017, 10:10 AM.
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Guest repliedI 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".
http://home.kpn.nl/lo2kf8/hangar01.zip
anderandrew: with fimG it is easy to make a sprite of that barrel.
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Doomsday now HAS the FBX model format and supports normal, specular, reflection, gloss and diffuse maps. It's pretty good.
https://www.youtube.com/watch?v=bXvysJDRBoU
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I wonder if somebody has started remaking Doom 1&2 in Doom 2016?
I bet within days of it being released, at least snap map mp versions.
Not to take anything away from your (Tea Monsters) project tho' the models look great.
I quite like Brutal Doom, It's been a while tho' I can't remember what engine that uses.
I am currently working through some 2d animation tutorials, I want to get better at human/organic movement but not so much realistic, more like the exaggerated look of cartoons. Kinda like comparing a military shooter to something like TimeSplitters.
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Originally posted by talisa View Postyeah... gzdoom supports usage of md3,
and doomsday supports md2 atm... and they are working on md3 support
and there is risen3D, which also supports md2
other engines.... no idea... i personally have always used risen3d & doomsday for HD,
and gzdoom and its derivatives for retro play and for playing with mods,
because of gzdoom having lots of code added to allow for more expansive mods
and most mods out there are also made for gzdoom
At any rate, thanks for the info. I went ahead and added the question back into my last post so your response doesn't confuse anyone
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yeah... gzdoom supports usage of md3,
and doomsday supports md2 atm... and they are working on md3 support
and there is risen3D, which also supports md2
other engines.... no idea... i personally have always used risen3d & doomsday for HD,
and gzdoom and its derivatives for retro play and for playing with mods,
because of gzdoom having lots of code added to allow for more expansive mods
and most mods out there are also made for gzdoom
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