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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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I Made A New SSG 
https://drive.google.com/open?id=0B9DxOfPvG2G1WlhGNXFNQ2ZieGs

With two finished weapons in about two years, I really like my chances of making a full replacement pack in this century. 
Dwere 
that looks bloody great. What was the other model you did? 
 
Ah nvm, I found it... the nail gun thingy that looked like a flak cannon! 
Bang Bang! 
I Made A New SSG
That SSG model would look lovely in the AD MOD!

Is there any chance you could add a second barrel flash for the V model? Also maybe add some more polygons for the firing trigger underneath the barrel for the G model? 
Thanks 
I made both shotguns a long time ago, but I didn't like them, as well as my SNG concepts, so I was discouraged from continuing. A few weeks ago I dug out the shotguns and thought they were salvageable. Although the work ratio between then and now turned out to be about 30/70%.

I'm still treating UV coordinates like vanilla Quake does, so they may be a little off in GLQuake descendants, but it shouldn't be too bad. 
Sock 
Yeah, I guess I could do both.

BTW, I noticed that animation frames and/or coding of the current double shotgun in AD are slightly off. It's possible to release the trigger and still see the muzzle flash without the gun actually shooting. 
Double Flash, Detailed Lever 
https://drive.google.com/open?id=0B9DxOfPvG2G1aFU2VlJFc1F0ZHM

Seems excessive for MDL and Quake as a whole, but what the hell. 
More Bang For The Buck 
Thanks dwere for the model updates, I have added them to the next AD update. If you can mail me some credit details that would be awesome. 
Baker 
TrenchBroom has a full manual available from the Help menu. 
Sock 
Can't think of anyone else to credit. Maybe except Winchester Repeating Arms, because I totally ripped off their 1887 model.

Unless you mean my name, but I dunno. Russian names look funny in English. 
 
I was doing some GLQuake skin optimizations, because the target engine is QS. Now I remember why I hate GLQuake. 
Adjustments 
https://drive.google.com/open?id=0B9DxOfPvG2G1Z3pGNHVGTmF0Qkk

GL-friendly. Don't like the lever, may still try and do something with it. 
Maybe Better, Dunno 
L337 Post 
If anyone is using my qmdl python module or the standalone fbxtomdl.exe converter, I recommend you trundle over to my blog and download the new versions.

https://tomeofpreach.wordpress.com/

The new versions incorporate several fixes to make exported models compatible with software-based engines, ranging from optimisations to visual corruption and even crashes! Thanks to Sock for his help in identifying the issues. 
Preach 
Can you add a fix for the skin normals?
A while back I've posted <a href="https://youtu.be/a73Z4JxKPko";this video</a> showing the problem. 
Normalisation 
What tool are you using which creates models with the backwards normals? Is it the fbxtomdl tool? Because I don't have the same issues with models I create from the main library. 
 
Those models aren't from me, they're from Skiffy and Capnbubs.

According to the readme, Skiffy used your MD3toMDL tool:
http://www.celephais.net/board/view_thread.php?id=61285&start=92 
 
If the normals are backwards does that make them abnormal? 
Pm To Mankrip 
Hi mankrip, can you drop me an e-mail? My address is on my profile. I wanna send you a model which you can check that the normals are correct on. If that's so, I'll need to get in touch with Skiffy and find out what's going wrong. Unless they have the pre-2013 versions of the tool which did have a bug in calculating normals... 
Preach 
E-mail sent. 
Weapons 
https://drive.google.com/open?id=0B9DxOfPvG2G1akY3SXFMV3BaSkE

I'll shove everything in one archive from now on. Making two versions of every model is rather butt, maybe I should stop.

Contains recent versions of shotgun, double shotgun, and nailgun. The shotgun has a pickup model that's useless outside of mods. 
By The Way 
I have a question. What are *.ms2 files generated by GLQuake? 
 
Nothing anyone should ever care about anymore. 
 
GLQuake reorders the model into the form that it sends to OpenGL (tristrips and fans), the ms2 file is that form cached that to disk.

Both the caching-to-disk (presumably it was faster in '97 to load the file from disk than to reprocess the model) and the rearranging into tristrips/fans are useless nowadays, so no engines do this anymore. 
Rant 
Okay, thanks.

I was just searching for a way to include GLQuake-optimized models with regular models in a single package that doesn't require tinkering in order to play with different engines. It was a stupid idea, but I wanted to make sure.

This situation with model skins does bad things with my motivation. I wish the habit of shifting texture coordinates died with vanilla GLQuake, but important engines retain it (while other important engines don't), and it's some sort of a standart now (just like not paying attention to garbage fullbright pixels). 
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