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InsideQC Forums • View topic - Hellknight remake

Hellknight remake

Discuss the creation of various model formats for Quake engines, and related matters to modeling.

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Postby MauveBib » Mon Mar 30, 2009 10:21 pm

I see what you mean about the leg bend, but I'm pretty happy with the helmet design. It's tricky to come up with something plausible that also matches the weirdly shaped original as closely as possible
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Postby Urre » Tue Mar 31, 2009 6:15 am

I was once a Quake modder
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Postby asdqwe » Tue Apr 07, 2009 10:09 am

@ MauveBib:
- Are you modeling in 3ds max or other package?
- What filetype are you saving it to (3ds, asc etc)?
- How do you implement animation? (Not in the original program, but how does the animation make it into mdl format).
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Last edited by asdqwe on Tue Feb 01, 2011 9:41 pm, edited 1 time in total.
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Postby MauveBib » Tue Apr 07, 2009 10:41 am

Yes I'm modelling in max, saving in the native max format, then exporting to half life smds for each animation, which are compiled into an md3 by LordHavoc's dpmodel program.

I'm not using mdl format.
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Postby Electro » Wed Apr 08, 2009 6:00 am

Benjamin Darling


Reflex - In development competitive arena fps combining modern tech with the speed, precision and freedom of 90's shooters.
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Postby MauveBib » Wed Apr 08, 2009 7:01 am

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