Trilinear Posted August 26, 2005 For fun I decided to do a quick rendition of the Spiderdemon in 3D. He's textured (using the original sprites), fully animated, and I've made a mod which incorporates him into Quake (he replaces the Soldier). Model pic: http://www.lesmiskin.co.nz/doom/qmods/spider.jpg Download the Quake mod: http://www.lesmiskin.co.nz/doom/qmods/spider.zip Notice the different skins which are used for when he is shooting at you. The model is really basic and I just did it for fun, but the end result is quite effective I think. I'm planning to do a better version next week (more detailed model, better texuring, and a custom map to fight him on). 0 Share this post Link to post
Inferno Posted August 26, 2005 Ha ha it looks cool. IF you can, try to add foot bases so it doesent look like it's walking on it's ankles. Show the better version when your done 0 Share this post Link to post
leileilol Posted August 26, 2005 Yay for Quake modders \o/ the uvmapping on his brain is really bad though 0 Share this post Link to post
m0l0t0v Posted August 28, 2005 Cool I didn't know people were still modelling for Quake! Then again, people are still mapping for Doom, so I shouldn't be that surprized :-P 0 Share this post Link to post
EarthQuake Posted August 28, 2005 Hahahaha, that is so fucking cool. And cute too! :D 0 Share this post Link to post
SulfurOccult Posted August 29, 2005 awesome that you skinned him with the sprite. 0 Share this post Link to post
Mancubus II Posted August 29, 2005 m0l0t0v said:Cool I didn't know people were still modelling for Quake! Then again, people are still mapping for Doom, so I shouldn't be that surprized :-P Yeah I was surprised too, still plenty of quake modding still from what I can tell. 0 Share this post Link to post
Trilinear Posted August 29, 2005 Thanks for the comments, guys. It's possible to save Quake models in MD2 format, which can be used in most modern Doom ports. I'll be sure to release the next version in this format as well. 0 Share this post Link to post
Scuba Steve Posted August 29, 2005 The Doom community is shocked by people still modding Quake? 0 Share this post Link to post
MmM Posted August 30, 2005 Great looking model. I'd try it out, but I've not NT on my computer and Quake will not run. :( 0 Share this post Link to post
insertwackynamehere Posted August 30, 2005 http://www.doomworld.com/vb/showthread.php?s=&threadid=24514 its for XP but maybe it applies? 0 Share this post Link to post
Killer_of_Doom Posted August 30, 2005 I've seen a spiderdemon quake model before, in a quake mod called "your path of Destruction". It had all the doom monsters and it was fairly good. 0 Share this post Link to post
leileilol Posted August 30, 2005 Scuba Steve said:The Doom community is shocked by people still modding Quake? oh yeah EVEN I STILL MOD IT AFTER 9 YEARS insertwackynamehere said:http://www.doomworld.com/vb/showthread.php?s=&threadid=24514 its for XP but maybe it applies? my guide is better 0 Share this post Link to post
Trilinear Posted August 31, 2005 Here's the mesh for the new Spiderdemon: Pic 1: http://www.lesmiskin.co.nz/doom/qmods/spider_1.gif Pic 2: http://www.lesmiskin.co.nz/doom/qmods/spider_2.gif Pic 3: http://www.lesmiskin.co.nz/doom/qmods/spider_3.gif Model: http://www.lesmiskin.co.nz/doom/qmods/spider_v2.md2 This one adds all the proper trimmings to the legs, a new body and base structure, antennae and arms. The last two were done by hand, while the rest I used modified geometric shapes. Note: The model does not yet include a base frame for skinning. EDIT: I've added some animations to the model, a "stomping" walk loop, wait, attack and pain frames. 0 Share this post Link to post
darknation Posted August 31, 2005 seems to be a lot of polygon waste there... have you no pity for those with inferior machines? 0 Share this post Link to post
MmM Posted September 2, 2005 insertwackynamehere said:http://www.doomworld.com/vb/showthread.php?s=&threadid=24514 its for XP but maybe it applies? I have Windows 2000, not XP. I've tried Windows Quake and all sorts of other stuff, but it just won't run on my computer. When I want to play Quake, I'm stuck playing it on my Sega Saturn (not a bad port, but I can't play the mission packs or any of the other fun stuff). 0 Share this post Link to post
leileilol Posted September 3, 2005 Read my guide MmM, the link is in my last post By the way, any chance for qc source of this monster when you're done? 0 Share this post Link to post
Trilinear Posted September 5, 2005 gargoylol said:By the way, any chance for qc source of this monster when you're done? Here's the source for the current version: http://www.lesmiskin.co.nz/doom/qmods/progs.zip 0 Share this post Link to post
MmM Posted September 16, 2005 Thanks to Trilinear's help, I was able to get WinQuake to run on my computer properly. So, now that I'm able to test drive his Spider Demon model, here's my critique: Good: -Appearance. Trilinear's Spider Demon looks good, animates well, and has appropriate sound effects. Even though I knew what was coming before I played, I was still stunned when I opened my first door and was greeted by the biomechanical monstrosity. -Functionality. The Spider Demon works well in the Quake environments, responding properly to my actions. I didn't see it get stuck anywhere but they did get a little confused on the bridge over the vat of toxic water (episode 1, mission 1) when there was a group of them. Bad: -Size. Because of the Spider Demon's large size, particularly width, the creature looks bad going through small corridors and halls (its legs disappear into the walls, etc., which looks unrealistic). -Difficulty. The Spider Demon is a much harder enemy than the grunt, which he replaces--this makes things overly difficult on earlier levels when all you have is a shotgun and the axe. Seriously, I couldn't beat the first level of the first episode without cheating (even on the easy setting) because the Spider Demons were too tough for me (maybe I just suck, but I can usually breeze through that level with no problems). My recommendation would be to either tone the spider down some or replace a more powerful enemy, instead of the grunt, to keep the difficulty level more in line with ID's. 0 Share this post Link to post
Trilinear Posted September 16, 2005 Thanks for the comments, MnM. The Grunt is the enemy I typically replace when making a new monster, so the E1M1 map was just a basic demo, hence the "too large for the corridor" problem in some parts. He really deserves his own arena like Dis, which I'll get around to sometime soon, including a skin for the new model. 0 Share this post Link to post