Making new models

Discussion for Level editing, modeling, programming, or any of the other technical aspects of Quake
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CZghost
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Making new models

Post by CZghost »

I am preparing assets for expertimental map of our backyard, I have downloaded some textures and sounds, but I would like to make some models (trees, cars, computer). Ï downloaded Blender to do that (freeware), but I'm looking for some tuts to make lowpoly models and convert them to ASE (which I use as template to convert it to MD3 later with Qdata)...

That experimental map would be testing how well realistic realworld place would work in Quake 3 using realworld templates and textures (Maxell did it years ago with his primary school). I know you said "It won't work well" - I want just to try it, how well it can be made to be able to play in.

Now I want to make some base shapes without texturing yet - some trees, cars, computer with assets to my room and other goodies found in real life. Do someone know any tutorials to start with?
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Porto
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Re: Making new models

Post by Porto »

You must have a very large and relatively complicated garden if you want to have fun in it as a Quake map. I doubt that anyone would want to play on a simple lawn. Anyway, I'm looking forward to it
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CZghost
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Re: Making new models

Post by CZghost »

It won't be designed to gameplay, but visuals. Like Maxell, I will be testing how far the engine can go in visuals. If you are interested in this project, visit Maxell's websites http://mxl.cz/ and search for the map School that was the kickstarter for me...
Last edited by CZghost on Sun Mar 29, 2015 8:46 am, edited 1 time in total.
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Eraser
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Re: Making new models

Post by Eraser »

CZghost, it would probably be a good idea to make and release an "ordinary" Q3 map and learn all the ins and outs of the engine before even considering a project like this.

But look who I'm talking to. Never mind.
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CZghost
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Re: Making new models

Post by CZghost »

That experiment is run on a very long trace, it's making may cost number of months, maybe even few years. Also it would be so boring to focus only on making this one so don't worry, some ordinary releases may pop up during the experiment... Right now I have a layout for tourney map just as Photoshop template, when I will have more time (maybe during Easter) I will start turning it to playable map. If you want to see the pre-early layout before making, PM me :)
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Ferrao10
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Re: Making new models

Post by Ferrao10 »

Almost all real-life maps (about 95%) turned out to not be playable with Q3A's physics.
They just don't go well together.
While Maxell's models (your link doesn't work, I searched it), especially the tree models look very nice, I have high doubts that the map itself plays well on TDM/FFA. It could bring it on CounterStrike. Never played that, though.
If I were you, I'd concentrate on a single map, ideally the gamestyle you prefer and have the most knowledge of its mechanics.
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Theftbot
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Re: Making new models

Post by Theftbot »

Are they static models?
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CZghost
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Re: Making new models

Post by CZghost »

Sorry I didn't know his hosting doesn't support www in the front of the hostname... Corrected now...

http://mxl.cz/q3maps - there you can download the school map. It has no bot AAS file, so it would be playable on LAN party only. On YouTube video someone commented that it was not designed to fast gameplay for pro players, but for visuals to show, how far the engine can actualy go in render. The map do not lag for me, it all runs good. There are two secrets in the map and number of easter eggs. I won't spoil them here, just say it's obvious and visible for each player.

If you want to give some hints, I will PM :)
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Porto
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Re: Making new models

Post by Porto »

I already spotted many eastereggs in the video. School is indeed a pretty impressive map, but I think you would need a lot of experience to create such a map. The warp-hole to another dimension for example. I wish you good luck, spend the next few years of your life working on an unplayable map, but I doubt that you'll succeed.
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