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Modelling Help\Screenshots\Requests
It has always been difficult to get decent models for quake 1. So a thread where people can get advice on making models and post a work-in-progress for critiques is long overdue.

Any requests for models may well get met with silence. Specific requests will likely stand a better chance; "I'd really like a knight but carrying a shield" might be better received than "we need a mdler to join our mod remaking counter-strike for darkplaces".
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hey guys, as promised, here's my shitty model editor:
http://shoresofnis.com/post.php?postID=9

to convert, just open an mdl or obj, then File->Save / Ctrl+S.
You need to use the file extension drop down. Just typing it in will not work.

You can also mess around with UVs a bit too and batch rename frames with a text file.

the idea is if you are importing your model with a bunch of separate files, you can do a dir /b in the folder and dump the output to a text file.

yes, i know, this is super primitive and just awkward. mainly it was to learn 3D picking and Open GL, but it does let you bring models into your model editing program with their UVs intact, and I think the UV editor is pretty good... 
 
oh yeah, you can preview animations by shift+clicking to select multiple frames in the listbox.

also, when exporting to OBJ, only the first frame selected will be exported. 
Wow 
Really glad with a new model editor. Surely will try it out.
It's hard to find new Q1 model editors.

I was puzzling how far I could go with only two triangles in shape of a squad in Qmle. It seems that without a max or blender I was able to compose e new rune only by adding vertices.

J- Rune 
 
well.... don't get too excited. my model editor is useless without a modeling program. :(

it started off as a reason to learn open gl and 3d picking. then i wanted to make a better UV editor. then i needed to batch rename frames for sock. then i needed to convert an mdl to obj and preserve UVs for a model I am making...

basically, that editor only contains things I needed. i posted it in the hopes that maybe someone else needs the exact same things. :3 
 
@fifth
thx for the link. I just then discovered there is an "older entries" button.

@necros
the 3d view doesn't work in linux
Exception in thread "3DViewThread" java.lang.UnsatisfiedLinkError: Can't load library: ./ne_modelEditor0.04/natives/liblwjgl.so

I dig the colorscheme of your website though

@tutorial
I did write the tutorial

http://pnahratow.github.io/creating-models-for-quake-1.html

and have put some effort into it. It's quite a wall of text. If you care to read the whole thing I'd very much like to hear feedback. 
 
oh... that would make sense since the libraries are windows DLLs. :(

i'll try to figure out what I need to do to get it to work in linux. 
 
looks like it's more complicated than just putting in the .so linux libraries. :( 
Flp 
Thanks for logging what you did. It works as an overview that gets one quickly in the right direction. Congrats on the model too. 
Necros 
the .so libs worked fine for me.
the app crashes a lot on file selection though.

https://drive.google.com/open?id=0ByZIVx6Ii7ooVktPX2N5Nk1JSWc 
 
Damn, I get errors when I tried on my emulated Ubuntu... 
I Got It To Work Too 
I didn't get it to run even after downloading libs because I was trying lwjgl3

it worked with this:
https://sourceforge.net/projects/java-game-lib/files/Official%20Releases/LWJGL%202.9.3/

looks nice. And seems handy when browsing animation frames. 
 
I'm currently working on some kind of enforcer thingy as an enemy for base maps. I feel like there are a lot of enemy types for these gothic maps but base maps lack visual variety in enemies.

http://i.imgur.com/gABFNPE.png

I'm thinking of a bulky guy that maybe alternates grenades and blaster projectiles. Carrying the gun on the side like a minigun. Slow but deadly.

Not sure if I stick with whats in the sketch. Armor still seems kind of boring. 
Base Ogre 
The description seems like a tech version of the ogre which is pretty cool. Even the quake icon on the chest plate just like the ogre.

Look forward to the progress! 
Flp 
Nice! I would love to model this. 
 
I wouldn't mind sharing work on this but the boots are still lacking definition/a general ideas plus I myself would have to do the sideview before I could start modeling. 
 
I hope I will be able to shoot pineapples into those pants and have the back pop off. 
Flp 
naaahhhh... I won't steal pleasure from you :) I have to finish my stuff anyway. 
 
flp: good concept. Maybe give him a thunderbolt instead of a blaster. Use the thunderbolt on medium range, grenades on long range and a kick as a melee attack. 
Did The Model 
I'm very happy with the the result.

http://i.imgur.com/VaJcIX2.png

I also made a lot of in between saves to document the stages later.
I might be able to reduce a little geometry on the boots and then do a weapon.
I hope it will fit in the quake poly limits 
Awesome Work! 
That looks great! Nice going and looking forward to the progress! 
Thumbs Up! 
flp, looks very solid so far. 
 
Nice one flp. Give him a big gun like a mini gun or something! 
Thanks Guys 
I went with Bloughsburgh's idea about the base ogre a bit and made some sort of chainsaw/grenlauncher fuse.

http://i.imgur.com/MPgv3TR.png

but I'm not entirely sure about it.

Do you know if it is necessery in quake to merge the model geometry with the weapon?

All quake models that have weapons seem to be one solid object. Could I have disconnected geometry in my model? 
Soldier Model 
Taking a base frame of the soldier in account show a model, a weapon and a gun blast. The weapon looks attached but it is diverted.
So it is best to keep the weapon apart, and the blast fire later will be used for attack scenes. 
You're Right. 
I just reexamined some of the models in necros editor and they actually aren't connected.

I also didn't realize that there where muzzleflashes. They seem to be hidden inside the model also detachted.

Thx, now I know how to proceed. 
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