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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 did that "refactoring" I was talking about.

https://drive.google.com/open?id=0B9DxOfPvG2G1NC15bnVkRjlmY0U 
 
Tweaks must be very subtle at this point, not sure what's changing! 
 
A pixel here, a pixel there.

Well, it's not that subtle, but, honestly, I don't even remember what I did between the latest versions, other than v_nail barrels being redone almost from scratch.

They look more or less the same though.

Really, 90% of my time I'm dealing with compatibility crap instead of improving the artistic aspect. Rant rant rant. 
 
Hah fair enough. It would be nicer to have one set of models really. Loving the models, using them mostly as the defaults now. 
I Don't Suppose Anyone Would Be Willing To Share Pre-installed QME3.1? 
 
 
Check Quaddicted. 
They Only Have The Installer Which Doesn't Work On Win7 
 
 
Try running the installer in compatibility mode.

Right click > Properties > Compatibility

Check the box and select an old version of Windows (probably 95 or 98/ME)

or use Compatibility Troubleshooter:

Right click > Troubleshoot Compatibility 
 
The Quaddicted 3.1 Lite download is a .zip file.

I use Win 7, all the executables in the .zip file run without doing anything except clicking them.

What specific file QME 3.1 file is not running? 
 
My guess was that the installer in qme30_full_installer.zip was the problem.

Often with older software the installer is more picky about the version of Windows than the program it's installing.

I have a strong dislike of programs that insist they must be "installed" and avoid them as much as possible. 
The Lite Version Says It Has Restrictions Though? 
 
@dwere 
These new weapon models are great! Not really a fan of the new g_rock (grenade item model) but oh well.

I'll start making new skins for the Mispack2 (rogue) weapons unless you've already started to. 
Thanks 
Folks at Quakeone already made alternative skins for both mission packs. I still want to make my own versions, eventually, but I haven't started yet.

Not really a fan of the new g_rock (grenade item model) but oh well.

I just didn't know what to do with the old design to make it appealing to me, so I started from scratch (not counting a little bit of Q3 for inspiration). 
It's All In The Retro 
I ran the installer in my '98 VM and it went through fine, then I ran the patch so now it says it's 3.1 preview 2. Am I allowed to post a link here? I zipped up the results and I can upload them somewhere if you're still interested Qmaster.

If I were to upload it, what would be a good file host that isn't likely to serve ads or dissappear in the near future. I noticed the http://www.quaketastic.com/ link at the top of Screenshots and Betas, would that be alright? 
Yes Please, Quaketastic Is Fine 
 
 
 
7-Zip can often open the contents of some installers, if you right-click and go to "7-zip->Open archive...". 
 
Unfortunately the version of the installer I've found "Cannot be opened as an archive". Regardless, there's a link to a fully patched installation in the post above yours so i'm not sure we need to worry too much now. 
Not Sure If OK 
Looks Good! 
The handle looks a bit out of place. That's all I have to say, I'm not a model or texture artist. 
Cool 
 
Importing An .mdl 
Extremely newb question:

How do I add a custom (static) entity to a map?
I've made a model:
http://67.media.tumblr.com/5437614355495b387dea15a1ea6e3b18/tumblr_ofgk3urXGE1usc8qto1_1280.png

And I got an add-on for Blender which exports to .mdl (seemed to work).
However, I have no idea have to add a custom entity to a map editor.
I tried TrenchBroom, because it seemed the most intuitive, but although I could see a list of entities, I saw no option to add any.

Sorry for asking what is probably a dumb question,
Help is much appreciated. 
One Way 
Quoth:

"classname" "mapobject_custom"
"model" "progs/yourmodel.mdl"
"spawnflags" "1" // Makes it static

https://www.quaddicted.com/webarchive/kell.quaddicted.com/quoth/quoth_tutorial.html#mapobject_custom 
Dumb As Bread 
Thanks for the reply Baker,

I'll try Quoth if I can't get it to work through TrenchBroom.

I found this TB addon, however:
http://leray.proboards.com/thread/3653/add-custom-models-trenchbroom-1

There's not much of an explanation, but the script format (in the def file) looks like this:

@PointClass base(Models) model(":progs/models@bits2@banner@tris.mdl") size(-16 -16 0, 16 16 52) = models@bits2@banner@tris : "" []

So, I thought I could try simply substituting the file path to that of my own.
Loading the def file in TB allows me to place an entity named after my file (just an empty cube), but loading up the map (in Quakespasm) I can't find any model.

(Also, what's up with the @'s in the file paths? Some python convention?) 
Well Fuk 
Tried adding a couple of entities from the normal ID1 def file (with 3D previews in TB and everything), but none of them would show in-game. 
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