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  • #16
    Oh yes, There will be blood.
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    • #17
      well, you seem to be building like a 3d mortal kombat so I think key combinations are in order. You could also use some of the Quake weapons like when Stryker pulls out the uzi or Nightwolf does when he throws the axe uppercut.

      Fatalities should end in original Quake gibs and arenas should be open areas from original Quake maps. Maybe instead of just kung-Fu each character could have their own fight style.

      I like your project. If I get some legitimate free time I will let you know and maybe I can help you if you would like some.

      Gypsy
      http://www.nextgenquake.com

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      • #18
        Honestly, I'm not happy with the Mortal Kombat feel to things. The MK sound effects were just there for filler and I do not intent for there to be any more MK integration other then the sounds "Shao Khan "Fight" and Shao Khan laughter WAV "hahaha".

        Everything you see should be modeled after Quake 1 and nothing more.

        Needless to say, I want this project to be as close to "Quake 1" look but with different actions.

        How could you help?

        I do plan on having weapons and obstacles however I am just learning the ropes still with Blender 3D.


        Also I don't know how I feel about sharing my work load as I feel it could easily be corrupted/diluted from the original image I've set forth and how I want this to go down.

        On the list of challenges is
        The Chosen One vs - Evil Ranger (semi-check)

        The Chosen One vs - Fiend King
        The Chosen One vs - Super Enforcer
        The Chosen One vs - Scrap warm & Rott pack
        The Chosen One vs - Ogre Battle Royale
        The Chosen One vs - Vore the vore
        The Chosen One vs - Shambler
        The Chosen One vs - You decide!

        This is just a rough draft of where I plan to go with this project. Expect it to change but also expect it to be very much the same.

        Some things I still plan on doing are:

        BLOOD.
        Get Q1 levels into Blender(still having issues)
        Detachable limbs! (supposed to be initial introduced but it is harder then imagined)
        Better quality animation.

        There's some funky rigging/mesh issues going on which I have to figure out and when I do start making more then just alpha demos I hope to have these issues fixed.


        I am really open to ideas on what YOU guys would like to see so don't hesitate to post your comments!

        Anyway before I get any further with this animation or take it to the next level I want to make sure I'm uncomfortable comfortable using the controls I have now and BLOOD IS THE NEXT THING TO COME. Once blood is added I will move from the 11 second animation to something a bit more daring, like more then 11 second scenes!

        P.S

        This is an animation not a game.
        Last edited by Phenom; 05-19-2012, 02:33 PM.
        QuakeOne.com
        Quake One Resurrection

        QuakeOne.com/qrack
        Great Quake engine

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        • #19
          Maybe this will help give you some ideas, it is a compilation of the things that others have done with blender.
          WARNING
          May be too intense for some viewers.
          Stress Relief Device
          ....BANG HEAD HERE....
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          Comment


          • #20
            rigging/mesh issues going on which I have to figure out
            Weight paint...you need to use weight paint to adjust the influence that a bone has on the mesh. The redder it is the more influence it has. I bet if you went into weight paint mode your model would have some serious red areas that need to be brought closer to yellow (or maybe even green).

            How could you help?

            I do plan on having weapons and obstacles however I am just learning the ropes still with Blender 3D.


            Also I don't know how I feel about sharing my work load as I feel it could easily be corrupted/diluted from the original image I've set forth and how I want this to go down.
            You tell me bro, I don't generally have a lot of time (as of late) but if I get some and you need a hand I am willing to help, if not, that's cool too. The offer is there. I'm not a blender pro but I'm far from a newb. I do however absolutely suck at making model textures, it is my achilles heel - I am confident that I could model anything though (with the proper reference material). I also know how to use gtkradiant and various compile tool options (if you decided to go with custom maps). The final way that I could help would be to mod some QC for you. I am not a pro at this but I have yet to attempt an idea and not be able to bring it to life. I knew NOTHING about QC when I wrote (the fully working) triggerable weather. I have learned much since (using my own tutorials LOL {yeah I know shit is all backwards - teach people stuff I don't even know and learn it myself in the process}).

            Gypsy

            Edit: I am sure you want your game to run in Quake engines BUT you might not want to overlook the fact that Blender has a game engine built right in. The system is pretty easy to learn as there is no code only "nodes" that you plug together. The nodes are almost like a Hegellian Dialect (problem, reaction, solution). You could basically build your game controls and physics with little more than a mouse. With the ease that you could do this it might even be worth it to do it so you can quick test your game, get all your controls, animations, physics tight and then figure out how to clone it in a QC mod. I saw a video once where this guy took a rigged model and threw together a (kinda shitty) FPS in like 9 minutes, complete with bullets, hittests and simple "impact" physics. Something Ward or Ward something, it's on Blender Cookie - same guy that did the Blender Man tuts.
            Last edited by MadGypsy; 05-20-2012, 02:08 AM.
            http://www.nextgenquake.com

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            • #21
              I have round 1 through 9 sounds in the MK announcer voice

              I had to make some of those fn sounds too through crafty patching, but turned out nice.

              want more announcer? can game support 5-0 plz, thats shit talk at its finest
              Want to get into playing Quake again? Click here for the Multiplayer-Startup kit! laissez bon temps rouler!

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              • #22
                I got another anouncer doing those sounds that has a lisp WTF?
                Where did that one come from,Flesh arena?
                WARNING
                May be too intense for some viewers.
                Stress Relief Device
                ....BANG HEAD HERE....
                ---------------------------
                .
                .
                .
                .
                .--------------------------

                Comment


                • #23
                  Originally posted by MadGypsy View Post
                  Weight paint...you need to use weight paint to adjust the influence that a bone has on the mesh. The redder it is the more influence it has. I bet if you went into weight paint mode your model would have some serious red areas that need to be brought closer to yellow (or maybe even green).



                  You tell me bro, I don't generally have a lot of time (as of late) but if I get some and you need a hand I am willing to help, if not, that's cool too. The offer is there. I'm not a blender pro but I'm far from a newb. I do however absolutely suck at making model textures, it is my achilles heel - I am confident that I could model anything though (with the proper reference material). I also know how to use gtkradiant and various compile tool options (if you decided to go with custom maps). The final way that I could help would be to mod some QC for you. I am not a pro at this but I have yet to attempt an idea and not be able to bring it to life. I knew NOTHING about QC when I wrote (the fully working) triggerable weather. I have learned much since (using my own tutorials LOL {yeah I know shit is all backwards - teach people stuff I don't even know and learn it myself in the process}).

                  Gypsy

                  Edit: I am sure you want your game to run in Quake engines BUT you might not want to overlook the fact that Blender has a game engine built right in. The system is pretty easy to learn as there is no code only "nodes" that you plug together. The nodes are almost like a Hegellian Dialect (problem, reaction, solution). You could basically build your game controls and physics with little more than a mouse. With the ease that you could do this it might even be worth it to do it so you can quick test your game, get all your controls, animations, physics tight and then figure out how to clone it in a QC mod. I saw a video once where this guy took a rigged model and threw together a (kinda shitty) FPS in like 9 minutes, complete with bullets, hittests and simple "impact" physics. Something Ward or Ward something, it's on Blender Cookie - same guy that did the Blender Man tuts.
                  I've had the idea to "weight paint" my object, but it seemed a bit overkill for such a small test like this.

                  The Quake marine model(s) in the video are pretty poorly rigged to a pro's standard and the whole Idea was thrown together to see if I even liked it... turns out I LMFAO when I seen the final render just from the sheer possibilities this could go obviously.

                  I would love to get Quake 1'ish maps into Blender and properly rig the model. I am however struggling to get blood effects working on the fatality
                  and also with getting any form of a Quake map into Blender(tried to import a map and converted bsp) I juts can't seem to find the proper conversion method, Bluntz links were semi-helpful but I don't think they worked the same for my project, any ideas?

                  But like I said first I would like ot get blood into the scene, I've got "domains" and "fluids" down but getting the fluid to "explode" is seeming to be beyond me at this point. perhaps I'm not emplimenting the force field right? Or maybe I shouldn't be using a force field for this effect at all? I've searched around and found plenty of tutorials on "how to make blood" in blender and I can make good looking blood but no explosion... Still I trudge on.

                  I really like Blender and now that I've used it for a while I'm definitely feeling comfortable to start doing a project like this and just learn new stuff as I go.

                  SSSoooo....
                  Anyone know how to make a exploding blood effect in blender?

                  Mindz,

                  I'll take any material you can send me. Like I said before though I don't like the idea of Qung Fu becoming "Mortal Kombat parody, it's already a parody within itself so I don't see the harm on "letting the story tell itself"... It's kind of ironic since Qung Fu doesn't really have a story like Q1, just violence and buttons... except Qung Fu doesn't have buttons.... yet
                  QuakeOne.com
                  Quake One Resurrection

                  QuakeOne.com/qrack
                  Great Quake engine

                  Qrack 1.60.1 Ubuntu Guide
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                  • #24
                    You can use this prog to export bsp to obj and import it into blender.
                    Nem's Tools [Crafty - About - About Crafty]
                    As for the blood explosions adjust the values in the fluid domain tab
                    impact factor gravity tracer particles and stuff are under 4 sub tabs on 2.49b.
                    leave the resolution low till you work out the way you want it to look then texture it increase res subdivide and finally bake it. you dont need force fields.
                    Here is just a very rough first pass I made in about 5 min. no textures
                    Last edited by bluntz; 05-21-2012, 08:13 AM.
                    WARNING
                    May be too intense for some viewers.
                    Stress Relief Device
                    ....BANG HEAD HERE....
                    ---------------------------
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                    .
                    .
                    .--------------------------

                    Comment


                    • #25
                      You should have 2 rigs per model. An IK Rig and a parent control rig. For instance make 2 bones - from shoulder to elbow and from elbow to wrist. Then make another bone from shoulder to wrist. Make the last bone a parent of the first two. Now when you (ex) scale the parent bone, the IK rig will bend at the elbow. The control rig makes animation way easier...

                      edit: I found the exact vid to explain what I mean. It shows you from beginning to end how to make an IK rig and a control rig

                      [ame]http://www.youtube.com/watch?v=iTeHY_2Z0_4[/ame]

                      actually this guys entire channel might be a huge help to you

                      http://www.youtube.com/user/ward7299?feature=watch
                      http://www.nextgenquake.com

                      Comment


                      • #26
                        Well Phen crafty will do bsp's alright in every gd format but Q1 man Doh!
                        However the DM levels were copied for HL so you can still get them.I just imported crossfire to make sure it works.You may have to chase down the wad though.
                        WARNING
                        May be too intense for some viewers.
                        Stress Relief Device
                        ....BANG HEAD HERE....
                        ---------------------------
                        .
                        .
                        .
                        .
                        .--------------------------

                        Comment


                        • #27
                          I would love to get Quake 1'ish maps into Blender and properly rig the model.
                          Why is this so important (unless you intend to make this entirely in blender). You already have models and some animations - all you need to do is make your animations with shape keys and export them to .mdl. Then you can bring it right into a Quake engine and start modding the QC. You will have to do this eventually anyway if you want it to run in a Quake engine.

                          As far as getting a Quakeish map into Blender goes -You could always just model a mini arena (in blender) and use quake textures to skin it.

                          Edit: what about Noesis?
                          http://www.nextgenquake.com

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                          • #28
                            Yes Noesis works.
                            WARNING
                            May be too intense for some viewers.
                            Stress Relief Device
                            ....BANG HEAD HERE....
                            ---------------------------
                            .
                            .
                            .
                            .
                            .--------------------------

                            Comment


                            • #29
                              Originally posted by MadGypsy View Post
                              Why is this so important (unless you intend to make this entirely in blender). You already have models and some animations - all you need to do is make your animations with shape keys and export them to .mdl. Then you can bring it right into a Quake engine and start modding the QC. You will have to do this eventually anyway if you want it to run in a Quake engine.

                              As far as getting a Quakeish map into Blender goes -You could always just model a mini arena (in blender) and use quake textures to skin it.

                              Edit: what about Noesis?
                              Qung Fu was never meant to be a game or a mod, just short episodes revolving around "The Chosen One" and hisa battles with his most revered enemies.

                              I've gotten MAP files converted to OBJ and imported into Blender but no textures(YAAAY!). I'm thinking about just trying to re-create some portions of current maps I like in Blender to save me the pain of converting, importing, re-texturing.

                              Thanks for the rigging video, I'm about to put it to the test!

                              Also I've made a little progress with blood.
                              QuakeOne.com
                              Quake One Resurrection

                              QuakeOne.com/qrack
                              Great Quake engine

                              Qrack 1.60.1 Ubuntu Guide
                              Get Qrack 1.60.1 running in Ubuntu!

                              Comment


                              • #30
                                Qung Fu was never meant to be a game or a mod, just short episodes revolving around "The Chosen One" and hisa battles with his most revered enemies.
                                aww man, you mean I can't ever play Quake Fu? You are gonna make all these models and animations but not use them to their full potential (ie.. in a game)? Man there are some great cam mods on Quaddicted that would be perfect for this game - you could make some awesome .demo files that are used as cut scenes.....I'm not even gonna list all the super cool stuff that you could do (too numerous). By enlisting one good mapper that can harness the Quake feel but also bring his own style - you could go beyond a Quake "mod" and make a whole new Quake game. Most of the QC work would be defining a models animations, some camera mods and maybe a few misc mods that handle things like cut scenes.

                                Thanks for the rigging video, I'm about to put it to the test!
                                No sweat, Ward knows his stuff. That guy taught me everything I know about blender. He has a habit of making tutorials that start from the epic beginning and go clean out to the end. His blender man tutorial (like 20 parts lol) is a complete plane modeling, rigging, texturing and animation tutorial, from starting blender to the absolute end. He knows a lot of tricks too. That link at the end of my post (a few posts up) is like gold if you want to do anything character related with blender. I downloaded his entire channel (with Keep It) and use his videos as references/refreshers all the time.

                                Gypsy
                                http://www.nextgenquake.com

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