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Graphics Discussion
2006-04-02, 00:09
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Feb 2006
Picky sod alert

I always thought the attractive thing about the Quad model was that it conveyed a sense of power through the angles of its arms.
Circular or smoothed versions always seem to fall flat for me. In particular, I thought the Q3 version was pretty awful.
Not a fan of the round pent either.

Although, looking at the original Quake Quad model, I'm not really sure what I'd change about it apart from a slightly more detailed texture

I do like the rest of what you've done; just a bit more tweaking, a few nice textures and that'll be a cracking set of models which could be distributed with ezQuake, FTE, eQuake etc
2006-04-02, 01:20
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Jan 1970
quad model and player's helmet too round for me too. should be more squared. havent seen textured yet but boots too big ? ;E
2006-04-02, 01:24
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Jan 1970
and original shape of rocket launcher will be welcomed not that mushrom
and that balls in LG looks like antenna from kind of insect
2006-04-02, 05:32
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Mar 2006
i like the idea of the lower lightning compartment where you can see the light shining thru, although the bulging circular sides just seem really weird on the v_model view
It Takes A Tough Man To Make A Tender Rocketjump
2006-04-02, 12:31
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Mar 2006
stay wrote:
Picky sod alert

I always thought the attractive thing about the Quad model was that it conveyed a sense of power through the angles of its arms.
Circular or smoothed versions always seem to fall flat for me. In particular, I thought the Q3 version was pretty awful.
Not a fan of the round pent either.

Well i'we actually remodelled both versions of what you are talking about.
http://www.kolumbus.fi/ruohis/temp/quaddamage.jpg

and since there are some that like the first and some that like the other i'we thought that i'd release both. (personally i like the more faithfull one)

same goes for the b_rock1 model, some people like it with 8 small rockets, some with 2 big ones, so i'll be releasing both. this also applys for the two versions of the b_batt0 and b_batt1 models
http://www.kolumbus.fi/ruohis/temp/b_rock1.jpg

ATACER. wrote:
quad model and player's helmet too round for me too. should be more squared. havent seen textured yet but boots too big ? ;E

don't be looking at my old images of the player model, those won't be anything like the final version, allthough comments are welcome for future reference when i get to the point of modelling the player...
2006-04-02, 12:35
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i love that round quad model
2006-04-02, 15:45
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Mar 2006
man i cant wait i hope your able to complete this soon
2006-04-02, 16:01
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Jan 1970
Empezar wrote:
i love that round quad model

for me not enough powerful for quaddamage (4x!) but mayby skins do rest
2006-04-02, 16:11
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Jan 2006
nice ruohis, haven't posted in a while but, suggestions:
lg more straight, the grenade-model less straight if you know what I mean. More like a pear
the round quad would be awesome but I wouldn't say now on a more round spike, the top can be square but the spike it self
2006-04-02, 17:09
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Jan 2006
Peppe wrote:
nice ruohis, haven't posted in a while but, suggestions:
lg more straight, the grenade-model less straight if you know what I mean. More like a pear
the round quad would be awesome but I wouldn't say now on a more round spike, the top can be square but the spike it self

lg + gren where where cant see?
2006-04-02, 19:05
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http://www.kolumbus.fi/ruohis/temp/light.jpg

I personally LOVE the rounded LG
2006-04-02, 20:20
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Mar 2006
Peppe wrote:
lg more straight, the grenade-model less straight if you know what I mean.

nope, rounded... (or then i don't know what you mean, i understood the grenade part though)
http://www.kolumbus.fi/ruohis/temp/light_original.jpg
check out what the guy who did the original models has tryed to do with the texture... yes that's right, create the effect of it beeing a bit more round
2006-04-02, 20:22
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Jan 2006
ye that's ok
but the v_model is too fat
2006-04-02, 20:34
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Mar 2006
hmm, just compared it with the original and your are right, i'll see what i can do about that
2006-04-02, 21:35
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great, what I said about the nail in the Quad was it's too square, take the nail-model and put that through the quad, and make the top square. Would be awesome : )
2006-04-02, 21:51
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don't change it for the love of god!
2006-04-03, 02:35
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Jan 1970
will be avaible retexturing for the old hud ? background and new guns icons ? this + moondrunk charset = pnage !
2006-04-03, 11:21
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Mar 2006
naturally
this is how i will be releasing them eventually
weapon pack (g_ and v_models)
powerups (might do a pre release without the suit since that might take a while, just have to wait for texturing to be finnished for the other models. should probably include the armor in this pack as well)
projectiles (everything that is shot in the game, even what the monsters shoot)
keys and runes
and everything else
player (when the time comes)
and naturally one big pack with everything, when i have everything
and all packs would include the hud icons for the models...

at least something like this... anyone has any better ideas please share
2006-04-03, 11:30
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Feb 2006
when you say 'pak' do you mean a zip file with the models & textures or do you mean .pak files?

i only ask because one of the most annoying things about plague's recent paks are that they come in .paks that include f_modified-failing g_models together with f_modified-passing v_models so you have to extract stuff if you want to pass

its fine to use .paks as long as you have a v_ and g_ pak seperately
2006-04-03, 12:46
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well, v_models don't come up at all in f_modified :\
2006-04-03, 12:59
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Mar 2006
i havn't yet decided, but i'll take your words under concideration

in the mean time, finnished the basic texturing and animation for the v_rock model... and while rendering the shot i thought i'd render new shots of all the weapon models i have at the moment so you can comment them.

http://www.kolumbus.fi/ruohis/temp/weapons/axe.jpg
the original model didn't have a glove, so i modelled it, seemed weird that the player model wears gloves but not the hand that holds the axe, also have to remodell the axe blade. and havn't even started on texturing.

http://www.kolumbus.fi/ruohis/temp/weapons/shot.jpg
the shotgun you have probably seen already, not much changes to it. in the animation the wooden handle makes a pumping motion when you fire it, thought that seemed more realistic

http://www.kolumbus.fi/ruohis/temp/weapons/shot2.jpg
this i'm having some truble with, texturing sucks, back part of model sucks, well... this might take a while to figure out

http://www.kolumbus.fi/ruohis/temp/weapons/nail.jpg
this needs a bit more tweaking, and thus i havn't yet stared on the v_model

http://www.kolumbus.fi/ruohis/temp/weapons/nail2.jpg
might make the barrels just a tiny bit less shiny...

http://www.kolumbus.fi/ruohis/temp/weapons/rock.jpg
this you havn't yet seen textured the animation reloads a new grenade in the barrel, still need a bit of tweaking

http://www.kolumbus.fi/ruohis/temp/weapons/rock2.jpg
probably most images on this in the whole thread and don't worry, the v_model does not look like this ingame, it's much more straight. it just has to be a bit distorted in max to look good ingame

http://www.kolumbus.fi/ruohis/temp/weapons/light.jpg
and here's the lightning gun, made a few minor changes since last time.. textures still need fine tuning...
2006-04-03, 13:05
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http://www.kolumbus.fi/ruohis/temp/weapons/rock2.jpg hahaha
2006-04-03, 15:11
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Feb 2006
Ruohis wrote:
http://www.kolumbus.fi/ruohis/temp/weapons/rock2.jpg
probably most images on this in the whole thread and don't worry, the v_model does not look like this ingame, it's much more straight. it just has to be a bit distorted in max to look good ingame

Read Peppe
ProjectQ1Q3, Frogbot Waypoint and Map Conversion Tutorial @ http://mickkn.mooo.com
2006-04-03, 17:27
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Jan 2006
I did... but it still looks funny
2006-04-03, 20:15
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Jan 1970
i would like to have rocket launcher's v_model looks as possible as old one
i must be honest - havent liked Rhuoispak one :I but g_model looks fantastic and rest work is good work man ! mayby You can cheat a little with vmodel appearance in aid of old one .
2006-04-03, 21:13
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Mar 2006
here's a 6 step illustration of how i create a faithfull model

Step 1 - Exporting the original model
Step 2 - Modelling and Texturing
Step 3 - Import original model
Step 4 - Adjust the new model to match the original model
Step 5 - Animation
Step 6 - Export the new model
2006-04-03, 21:55
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Mar 2006
Ruohis wrote:
might make the barrels just a tiny bit less shiny...

Nooooooo!!!

Infact. A Q3 shader to make them even MORE shiny would be awsome.
2006-04-04, 03:50
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Apr 2006
http://downloads.kingpinforever.com/modelling/q2mdl911.zip.info.html convert mdl to md2 should work a bit better than that quick3d program which seems kind of crappy. That will give you the entire animation and keep the uv coords intact. Then use http://www.scriptspot.com/download.asp?ID=1425 to import the md2 in to max8.
2006-04-04, 08:05
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Feb 2006
good advice but...he's going from md3 -> mdl, not the other way
2006-04-04, 08:27
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Apr 2006
Thats true if you are reading the steps backwards... read it closely.

I was also only talking about importing the mdl in to max 8. Tried quick3d and it seemed to do a really bad job of it.
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