Announcement

Collapse
No announcement yet.

Show us your modeling project(s)

Collapse
This is a sticky topic.
X
X
 
  • Filter
  • Time
  • Show
Clear All
new posts

  • 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
    .
    are you curious about what all there is out there in terms of HD content for quake?
    > then make sure to check out my 'definitive' HD replacement content thread! <
    everything that is out there for quake and both mission-packs, compiled into one massive thread

    Comment


    • Originally posted by talisa View Post
      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
      Lol you posted that before I could edit my post...I realized it was a dumb question because all I needed to do was a read a little more on the link tea monster provided.

      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
      'Replacement Player Models' Project

      Comment


      • 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.
        Username : Atomic Robokid on Steam

        Please check out my Quake made things:

        https://www.indiedb.com/games/run-over
        https://adam-freeman.itch.io/hazard
        https://adam-freeman.itch.io/diver
        https://adam-freeman.itch.io/beyond

        Comment


        • 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

          Comment


          • I 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.
            Last edited by Madfox; 05-01-2019, 10:05 PM. Reason: bad link

            Comment


            • As 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, 09:10 AM.

              Comment


              • 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
                .
                are you curious about what all there is out there in terms of HD content for quake?
                > then make sure to check out my 'definitive' HD replacement content thread! <
                everything that is out there for quake and both mission-packs, compiled into one massive thread

                Comment


                • I 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.

                  Comment


                  • oh btw arcane dimensions already has a really nice lost soul in it
                    .
                    are you curious about what all there is out there in terms of HD content for quake?
                    > then make sure to check out my 'definitive' HD replacement content thread! <
                    everything that is out there for quake and both mission-packs, compiled into one massive thread

                    Comment


                    • Originally posted by Madfox View Post
                      I 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.
                      that looks awesome
                      Best FPS's of All-Time: Quake, Goldeneye, Half-Life
                      https://www.LFGdating.com

                      Comment


                      • converting 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.

                        Comment


                        • 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

                          Comment


                          • Thanx! How's the Quake player evolving?

                            Comment


                            • Originally posted by Seven View Post
                              Hello Madfox,

                              Please keep on doing what you are doing.

                              Best wishes,
                              Seven
                              Yes - please keep doing what you are doing! Very nice work
                              Best FPS's of All-Time: Quake, Goldeneye, Half-Life
                              https://www.LFGdating.com

                              Comment


                              • 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.

                                Last edited by Focalor; 04-22-2017, 08:45 PM.

                                Comment

                                Working...
                                X