Originally posted by Dutch
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Last edited by Sza; 02-25-2014, 10:26 PM.
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Originally posted by Sza View PostThe method i have used for my muzzle flash is based on a very old skool idea too :p its a model of a satelite on a front side of almost every gun, plus a extra texture and a small extra material. Every weapon uses the same one model of the arms. Every user will be able to change very easy the muzzle flash texture to another texrture(thanks to the extra material in a md3 model).
Obviously I'm just having fun. I will construct it from scratch in Blender and fine-tune the hell out of it, then do my homework on texturing, UV and shading. Once I get the weapons done, if all turns out well, I'll start in on the player models and monsters. This is going to be a huge project but this looks like it could turn out well. Thanks guys for showing me another side of the modding scene.
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I think my current model has only 8 polys on the neck. Actually it has 8 polys on every limb. Only the torso has more than 8 (12 I think).
High Poly? Meh... I'm not a fine details kind of modeller. If I made a Cthulhu head it would look better than Id's models for Quake 1 but it would be seriously under par to be considered high res.
Honestly, I think a cthulhu head will be easy to model. Most of the main facial features are completely replaced with tentacles. It's just a head, eyes and tentacles. Basically, Imma make an octopus but just shove all the tentacles to one spot.
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Reading that you want to change your path and go the High-Poly, High-Res, High-Bling-Bling road suprises me a little bit. I was thinking:"Great, a man with vision and sense for original Quake".
If you follow the "High-xx" road, everything might be slowing down your progress: modeling, texturing, animation, ...
Working with the original models (and there are many others available in this flavor in already existing Quake mods), just like you did with animating shalrath for example, is always a good idea in my humble opinion.
Tool-chains to work with these assets are still available, as you already showed and proved to us.
One last question:
Why did you choose Darkplaces as the engine of your choice ?
Which benefits does it have over others. Or better asked, which are the features you are focusing on ?
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I went and reread everything. Aside from the Cthulhu head, Id like to help you from time to time with various aspects of your mod
here's my awesome resume'
QC coding - Not as good as R00k but I know how to get the job done
Modeling - I know my way around some edge loops
Texturing - I suck, plain and simple
UV mapping - I have a little system and it seems to work
Rigging - I actually spent way too much time studying rigs. I even make rigs for my rigs (control rig)
Shader Coding - no clue. Never learned any of it
Mapping - I know everything about making a Q1 map and I still can't make a good one. Ive come to the conclusion that I never really tried to make a map, I just like playing with geometry. This is evidenced by the fact that I have made doorways with more brushes than your average q1 map. I wouldn't "hire" me to make a map BUT, I'd hire the hell out of me to make brush expensive prefabs.
My tools:
NetRadiant
Blender
Notepad++
Noesis (barely for anything)
There are no graphic tools cause I suck at that. If you ever ask me to make a texture Imma bust out some MSPaint and make sure you never ask me again
I don't want huge ass projects to work on... I will flake out, I promise. Gimme small stuff that I can bang out in less than a week. I mean, my earlier post is a perfect example. I'm not even willing to bust out a whole Cthulhu but I'll make the hell out of the head. That's all you have to remember about me if you ever ask me to help with something. I want to get in and out...done. I can always come back and be in and out again on some other part.
However, (ex) I make a cthulhu head and you tell me later..ok now make an arm {job ends}... Now make a leg {job ends} LOL that shit aint gonna work. trying to fool me into making a whole model one limb at a time is not gonna happenbut it would be funny.
Last edited by MadGypsy; 02-26-2014, 08:26 PM.
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Originally posted by Seven View PostReading that you want to change your path and go the High-Poly, High-Res, High-Bling-Bling road suprises me a little bit. I was thinking:"Great, a man with vision and sense for original Quake".
If you follow the "High-xx" road, everything might be slowing down your progress: modeling, texturing, animation, ...
Working with the original models (and there are many others available in this flavor in already existing Quake mods), just like you did with animating shalrath for example, is always a good idea in my humble opinion.
Tool-chains to work with these assets are still available, as you already showed and proved to us.
One last question:
Why did you choose Darkplaces as the engine of your choice ?
Which benefits does it have over others. Or better asked, which are the features you are focusing on ?
So I'm shifting my focus back to what it originally was: intense DM and SP gameplay, monsters, weapons, and gore.
As for using DarkPlaces, the reason I have stuck with it is because of the lack of problems I've had with it. I have tested the mod on Quakespasm and FitzQuake and the mod was basically unplayable. Custom sounds wouldn't play and certain models would crash the engine (like the partial gibbed players, which call on separate models that are mapped to the players previous parameters). Maybe I can deal with these issues to make it play better on other engines, but for now all I know is that DP is very friendly to my mod and has absolutely no problem handling it.
That being said, I would like your opinion on what a good engine to focus on other than DP would be. It certainly does bother me that I have problems running it on other engines.
Originally posted by MadGypsyI went and reread everything. Aside from the Cthulhu head, Id like to help you from time to time with various aspects of your mod
Originally posted by gdiddy62Nice. I'm not sure of the color on the Flak cannon. Maybe a duller color? Yellow? Yes, I know is work in progress and it IS EXCELLENT work!!Last edited by Dutch; 02-26-2014, 10:07 PM.
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I already started the head. Imma put in one more hour tonight and hit the sack. Modeling a Cthulhu (hereby known as Bob cause I'm sick of typing Cthuhlu) head is not really a big deal. I can already see in my head how it's all going to fit together however, making a low poly (or even mid poly) Bob head and making it look good is going to be a real challenge. I'm already at a stupid amount of polys in contrast to what is defined and I haven't gotten really anywhere yet.
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Originally posted by MadGypsy View PostI already started the head. Imma put in one more hour tonight and hit the sack. Modeling a Cthulhu (hereby known as Bob cause I'm sick of typing Cthuhlu) head is not really a big deal. I can already see in my head how it's all going to fit together however, making a low poly (or even mid poly) Bob head and making it look good is going to be a real challenge. I'm already at a stupid amount of polys in contrast to what is defined and I haven't gotten really anywhere yet.
In the meantime, I am going to keep working on the Vore, and I also want to update the weapons. My modeling was pretty sloppy because I was a little less experienced when I made them (the skins are not cut in half and complete, like the id originals. I made them out of several un-joined objects).
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See how it turns out? This will give you a good idea.
http://quakeone.com/forums/quake-mod...ulhu-head.html
Don't unwrap your models like ID. That's garbage. I'll tell you how I do it but it is a little involved.
1) turn "like" things into vertex groups. For instance turn an arm into a vertex group right up to where it meets whatever clothes the model is wearing. Do the same thing for (ex) boots, armor, gloves, head... all separate vertex groups
2) cut your model into vertex groups. Wherever a VG ends/begins is where you want to add a seam on an edge loop
3) unwrap your model and take all identical things from the left (as you are staring at it) and scale -1 on the x axis. So you have a right and left arm, flip the right arm (your left) by scaling it negative 1. This way it will be identical to your other arm on the uv plane. Then perfectly overlap the arms. It should look like you have one arm in the uv map. You can do the same for hands, boots, etc.
4) once you have determined what will share a texture and what wont, organize everything to fit comfortably in your uv map. There is no right or wrong here. Do whatever it takes to make your map sane. However, don't do any extreme scaling of anything. Your (ex) uv arms should be proportionate to your uv chest, legs, etc...
I am not a pro. I make shit up. I often find that my made up method is basically the actual method but, I'm not going to lie to you - I just invent methods. The method above is semi invented. Flipping body parts to match other body parts is old hat. I have never heard anyone talking about chopping the model up according to vertex groups though. For me this method works because the vertex groups are assigned the basic color that that part will be.
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Originally posted by MadGypsyDon't unwrap your models like ID. That's garbage. I'll tell you how I do it but it is a little involved.
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@Thanks Gypsy
Yup... thank me if it works for you. One thing about inventing methods, you generally invent a bunch of other stuff around that method. Your other methods might not like my method. That's ok though, just take your knowledge (good and bad) and invent your own methods.
Blender is so robust that there are generally a number of ways to accomplish things. I've seen pro video tutorials where I was screaming t the monitor "You idiot! Just press ABC and fuck all that crazy edge manipulation."
And that one little sentence really is the key. It's all about tricks and the more tricks you know, the more powerful your method will be. I watched the entire blender man tutorials which is like 15 hours of Ward plane modeling a "high" poly model, then texturing and rigging it. A few years later I watched another Ward tutorial where he built an entire character mesh in like 5 minutes. He learned/invented a lot of tricks.
Actually that tutorial is how I got a Cthulhu base mesh so fast. His head modeling technique is sick. Imagine if you could grab a piece of paper, ball it up, open your hand and magically the balled paper was a perfect head. That might not make any sense but if you saw that tutorial it would.
One example of a "trick" (albeit a small example) is flipping uv maps. There is no flip but scaling -1 has identical results. Most of the tricks you learn will revolve around knowing blenders keyboard shortcuts and/or understanding the "button" window (which doesn't exist in 2.6 but all the stuff is there somewhere)Last edited by MadGypsy; 02-27-2014, 01:03 AM.
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Did some work on the Flak Cannon in Blender. The goal is to re-create with a little more detail (still maintaining low poly count) but with a much better and properly UV-ed texture. Pics when I get more done, I'm basically re-learning what little I knew of Blender from back in my high school comp class 6 or 7 years ago...
In the meantime, Ms. Vore became the super-bitch from hell. Check it out!
[ame=http://www.youtube.com/watch?v=NODD7Qi9qDw]RiftQuake Vore - YouTube[/ame]
Going to add some growling sounds for the melee and a vicious pouncing scream when she jumps...I'm thinking a sound clip from the movie Aliens. Seems fitting.
Oh, and ignore the awful full-bright, mal-textured, big-box map. This is just a testing zone for monster and gib behavior.
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woah, what a ferocious little bastard the vore turned into with your QC!
she's almost like a rabid dog or such...i love 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
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Originally posted by talisa View Postwoah, what a ferocious little bastard the vore turned into with your QC!
she's almost like a rabid dog or such...i love it!
Here's the Rift Gun in action with some slimy monster melting deaths if anyone's interested:
[ame=http://www.youtube.com/watch?v=eoww2MI4vUg]RiftQuake Rift Gun - YouTube[/ame]
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