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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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Bumpy Wheels 
I already gave up, when I tried in Quark4.7 for a quick try in Quake, and then it runs on.

Have a look for yourself, I think I strayed.

http://members.home.nl/gimli/plug.zip 
 
well, you didn't actually do what i said. you need to make the gears do a full rotation, that should fix the jumping problem. 
Yes, I Husselt Them 
A few moments later I realized I posted the wrong plug. Sorry for that, I corrected it, so the same link has now the round turning one.

As I see it in game, it looks as if it takes the first 9 frames, and then just jumps to 0, insyead if 10. 
 
that's the same thing as before..?

when i say 'full rotation', i mean 360 degrees around. you need to animate the gear so that it rotates 360 degrees. right now, you have it rotating only a few degrees. 
Btw 
for future reference, you would want to do this even if you were not getting any problems with interpolating because you would see a very obvious jump on the skin of the gear as it reset to the first frame.
right now, it is not very apparent because it is still using the wireframe skin. 
Hey 
Did it double wrong, indeed.

I kept trying untill I saw it was just the animation, not the qc.
Now the link is right.

I thought to be snappy and delete all even files which became a mesh.
It rolls fine now, thanks for the hints! 
Problem 
Now I expect the problem is just that you haven't updated your QC code to use frames 0-23, and so you're still resetting the animation when it gets to 10. Make that change in necros code and you'll be set.

Otherwise you could right click the animation in QMe and select "Group Frames for Scene", then use metlslime's code.

Finally you might want to look for backwards faces on your model. The wheel rims, gas cylinder and some of the bolts are all inside out and need you to flip their triangles around.

(Needless to say this is a really cool model which is I imagine while we're all so keen to pitch in about it!) 
Right 
I've got it rolling now.
Always with code, tempts to get so messy.

How do I see those backwards facing.
After importing I have to patch all vertices, otherwise they are empty space in game. Same goes for texture.

A good thing is I can give a static entity angles, which before needed turning round the model. 
Backfacing 
You can try to spot backfacing triangles by just rotating the model around lots and seeing which parts move strangely. But the easiest way to do it is select this option from the toolbar in QMe:

http://www.btinternet.com/~chapterhonour/backface.png

When you turn on the "Triangle back sides shown" option, the model looks like this

http://www.btinternet.com/~chapterhonour/backs2.png

So it's easy to see which are backwards.

Please think about using a modelling program that doesn't break your model so much when you export it! The learning cost of using something like gmax will easily be repaid by the amount of time saved on this type of glitch. 
Animaton Master 
Thanks Preach.

I have Gmax installed, but haven't use it much, as much further than converting I don't come.

Models I design in AM2005, and from there I can export to *.3DS, *.PLY and *.AV2.
So I usually take 3DS, and I don't know where the vertices count go when I import and export a Quake model.

Let's say I take the quake player.
Converting it to 3DS QMLE tells me it has 212 verts and 408 tris.
If I import this 3DS in AM2005 and export it back, it has 203 verts and 704 tris.

Rather chunky, and I have no idea what the cause is.
I did the same with MAx3D but then the count stays the same.
For some reason all vertices are almost twice as high, although I don't see more triangles.

The version of QMLE I use is the lightversion 3.
So I was looking for the radiobutton that wasn't there.
Did you buy the commercial version?
Or is the same one to be downloaded somewhere?

http://members.home.nl/gimli/qmle.jpg 
Once Again 
Rather chunky, and I have no idea what the cause is.

I'm gonna say it until I sound like a broken record, it's AM2005 that's to blame for this and the backwards triangles, and the only fix is to stop using it. 
Chunks 
Right, but for what its worth, I won't compare programs.
Max3d I have on a ceracked version and it maybe more relayable than AM2005.

On the other hand I bought last one and I am more familiar with. For other purposes it has a splendid outcome.

Watch me in the early 99 internet searching for a program that uses Quake *.mdl files I bought the program. Then the extentions were not suitable, but behalve of that miscount I made fine things with it.
All I did for Quake comes from it so stopping using it will stop my Quake model contribute.

What is that Qmle version you use? 
Blast From The Past 
Ok, i'm looking for Kenneth Scott's old quakeworld skins.

I found a page here: http://web.archive.org/web/20020213221847/http://www.planetquake.com/skinforge/sf_skinz.htm

that has some of the skin images still loading but most are gone. Does anyone have the full collection? 
Never Mind 
I found the bloody things by googling "bnchskns.zip" 
Thanks For The Qme Copy Necros 
 
 
np 
Weaponmodel Oddness 
does quake render first-person weaponmodels at a slightly smaller scale than a normal model?

Looking at the nailgun model; in-game you can see the nails appearing outside the barrels of the weapon, as if they are being spawned too far to the left (or right) - this side offset is 4 units in the QuakeC - but when you check the nailgun model in QME - 4 units looks spot-on for the nails to be emitted from the correct place...

anyone know what's going on? 
 
sounds like framerate. Quake only thinks every 0.1 seconds. Would say more but my phone's buttons are tiny. 
 
could just be bad offset in qc\qme of course. 
 
sounds like framerate. Quake only thinks every 0.1 seconds. Would say more but my phone's buttons are tiny. 
Ijed 
i can't see how it can be those things. Here is a nice picture illustrating exactly what i'm on about:

http://i.imgur.com/2DWjt.jpg

It is a mystery. 
Oh And 
pretend in that picture of the model in QME that there is a helpful grid or something, but trust me it's 4 units to the side to the barrel centres, from the middle. 
 
i don't think the scale of the weaponmodel and the world is the same at all.
turn on noclip and move into a wall. you have to be nearly inside the wall before your weapon starts clipping, but if you look at the model, it's quite large and should have started clipping almost immediately.

the best you can hope for is to eyeball it. 
Yeah 
i did another test - i imported the spike mesh into the nailgun model in QME and put them side by side to compare their relative sizes in QME with their relative sizes ingame.

And yes, that seemed to prove that the weaponmodels ingame are scaled down compared to normal models.

Can anyone who knows their way around the engine find out what the scaling factor is? That would be super helpful :) 
Weapon Scale 
i think the weapons are the correct scale in the world, but they are drawn on top of everything else and don't clip into anything -- this means that, for example, you can get really close to a wall and the gun looks tiny because it sorts on top of the wall (even though physically it should be clipping through it.)

With the nails, i think the nails are actually closer than the gun, but they sort behind it so it looks like they are big and too far apart. If they were spawned lower and farther forward, they might look correct at the current lateral spread. 
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