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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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V Shape 
The V shape is an illusion created by the particle effect on the scrag spit model. If you replace w_spike.mdl with the rocket model you'll see how the smoke particles give a clearer indication of the way the spike moves. It's really just a single object moving in a straight line from scrag to player. 
Yes 
That's the same outcome when I use a sprite in stead of the w_spike.
My intention is to make it look more like the Stratos attack, ie. starting at the same time on both sides.

I've got the idea the sprite won't come up for nine frames, only the first one is used. That doesn't give it the facet look like a sequence of rings.

The railgun from dr shadowborg uses this sequence, I just don't know how to intergrate it. 
Static 
I'm trying to convert the Chasm weapons to quake.
For the shotgun I just used the w_rifle.mdl for the shotgun.
Now I'm trying the double shotgun and it works in the same way.

There is just one thing I can't understand, when I try to use the g_rifle in stead of the g_shot for static it falls just below the surface.
I can heighten the static in the map or in the origin of the mdl, the thing just falls in ground.

What can be the reason of it? 
Reason 
I used v_shot in stead of g_shot. 
Kinda Rusty But 
check your bounding box's minimum? could be the min_z is 0 not -24. 
Laser_touch 
I solved the shooting vector by changing Wiz_Start_Fast statements :
missile.nextthink = time + 0.6;
0.6 and 0.8 into the same counts.
And in Wiz_FastFire
dst = self.enemy.origin - 13*self.movedir;
deleting into
dst = self.enemy.origin;

The two launch lasers come from both sides to the player without crossing.

//===============

Another thing is wondering me. While working on the Chasm_Rift models I keep the skin texture of 64x960. This odd format makes me play the mod only in Quakespasm. Fitzquake and other engines just won't start.

What would be the easiest way to convert this skin 64 x 960 to a more commen format?
Something with UV filters, I tried Noesis but I can't find a way to get to the skinfile. 
 
AFAIK there is no limit on skin width. If that's the case, the easiest way is to just swap U and V. Here's a quick'n'dirty script that should do the job. Make sure you test everything though, as it doesn't take stuff like on-seam offset into account at all.

It's also possible to move UVs around arbitrarily, then just re-project the skin texture, but it would be somewhat tricky to keep the pixels intact. 
Right 
My computer is incompatible with the program.
I could try yo use it in Python, but Python doesn't like me.P:
Thanks anyway. 
 
Holy Cow! 
Yes, thanks chedap.
That was just the thing I was looking for! 
Well 
now I have my skinfile from :
height=960 x width=64
to
height=64 x width = 960.

If I'm not mistaken the maximum height = 300, the size of the width isn't that important I'm told.

When I make a try-out of the resized skins in Fitzquake085 it just shuts down. Maybe Mark V will do, but I was wondering how to reorder the skinfile back to a commen quake format. 
 
Well yeah, that's what I said it'd do: switch width and height. Weird that it shuts down. I know Nehahra had 1500px+ width skins, but that's Nehahra.
I'll try things out myself, give me a couple of days. Previously I just tested if it loaded in QME. 
Skin Size 
First skinfile I know is 300x200. Later on it changed to other formats as engines become more advanced, but it seems to be a prior limit.

I know there is a way to hussle with the UV map, but I never succeeded in doing so. 
Probably Something Else 
So first off, h_gross.mdl is reported as invalid by most programs (regular Quakespasm, QME 3.0, Blender importer). The version is reported as 'RAPO' instead of 'IDPO' though that tells me little. Curiously, it opens fine in QME 3.1, but re-saving it doesn't fix the issue. It's probably easier for you to re-convert it properly than for me to poke blindly at it.

Now then, h_gross aside (replaced it with another h_grunt), the good news is that this actually runs just fine in regular Quakespasm, QSS, FTE, BJP and even in WinQuake. On DOSQuake it won't run on account of 200 height limit (fan.mdl skin is 616x252 and can't be packed tighter, short of remaking the thing from scratch).
So I don't think the issue's in the skins (or in my script).

FitzQuake and GLQuake both crash though. Well, the map does, can load to vanilla maps fine. Maybe there's some other weird limit it's hitting - I wouldn't know. Try a simpler map.

A slightly safer version of the script that now accepts entire folders. Still barebones, ignores on-seam etc - I went through the models and none of them seem negatively affected (for comparison try putting fan.mdl through this and check the resulting UVs). 
Skinfile 
So I don't think the issue's in the skins
I can't see another reason.

The error of the h_gross comes in like a bug somewhere.
If I would have simply copied it I could see a reason for a hidden flag that gives that recall.
But I made the h_model myself, just like all the others.

When I have the one last stand frame of an entity and I clipp off all, except the head, where can be the flag that's says I come from Hexen2?

Another thing, the fan model I made myself so it's easy to clip that skin file back to 200x300.
I think it are that irratic 960 x 64 seize that make account. 
@madfox 
Sometimes, i make some edits in a model and quakespasm-spiked refuses to load it, and shows that message about it being in a hexen2 format.

To solve this, open the model in QME, go to "Utilities/Remove Dangling Vertices" and "Utilities/Remove Degenerate Triangles". Save the model.

It works for me. 
@madfox 
Alright, so:
- As of devkit2.27, it runs on DarkPlaces, DirectQ, FTE, QSS and QbismSuper8
- If I swap UV, it also runs on MarkV(DX), Quakespasm, TyrQuake(GL/SW), vkQuake and WinQuake
- If I then also crush the height of the fan skins, it runs on DOSQuake
- If I then replace joker.mdl, it also runs in FitzQuake and MarkV(SW)
- If I then replace fense.mdl, it also finally runs in GLQuake
- If I then recompile with 256x128 sky2, it will show up in DarkPlaces

I haven't done anything with h_gross (skin height 512), and it still runs even in DOSQuake. That means it's possibly not the only one waiting to cause problems.

joker.mdl has artifacts in QS and in vkQ. Looks fine in other ports. Probably some broken geometry.

fense.mdl just has too many vertices.

Sky textures have a specific size and both halves are supposed to tile independently. 
Odd Lighting Artifacts In Darkplaces 
I'm currently trying to bring a photogrametric model into the darkplaces engine.
Cleaning and reducing the mesh and baking it's textures within blender seems to work fine.
Yet, within the darkplaces engine the model shows odd lighting artifacts, some triangles are darkee or lighter than others.

I am exporting the mesh from Blender into .md3 and compiling the map via q3map2.
Got no clue what causes the problem, but i also have to admit i'm certainly lacking some modelling knowledge.
I have checked the normals of the faces, those seem all to be right, also the faces are smoothshaded within blender.
Any clues what i am missing here?

Here are some screenshots, the one at the bottom shows the model within a testmap: https://imgur.com/a/NqrWeRA 
#1695 
1) Select all faces;
2) Shift + N to recalculate normals outside;
3) export again to see if it helps; 
Was My Thirst Thought Too 
also the first thing i tried.
Did it again, just to be sure, unfortunately without success.

All normals point correctly outwards within Blender too.

I aslo tried to export the model as .ase, compiling the map with this one yields the same result.

Currently i am trying to clean up the mehs some more, but apart from that i'm out of ideas... 
 
Mark some hard edges on all of the statue base, as they shouldn't be smooth.

Set the normals to auto-smooth under vertex data and set the auto smooth angle to 180 degrees.

Dark places must need lightmap data for the model and you may need a light unwrap that is different from your diffuse UV data. There can be no overlapping faces in the light unwrap. Use a smart UV project function to quickly do this. Same situation as baking lighting in UE4 
Got A Trail Now 
Set the normals to auto-smooth: check
smooth angle 180 degrees: check
no overlapping faces in the uv-map: check

The problem seems indeed to be the lightmapping, or rather the lack of it.
Q3map2 is refusing to lightmap the model but rather vertex-light it, no matter what i have tried.
This is what causes the wrong shading, as far as i can tell.
I have my .shader properly set up with the parameter q3map_forceMeta in the material, i have set the spawnflag 4, which should also force meta an thereof lightmap the model, i even set -novertex in the lightstage.
Yet q3map2 does not comply.
Tried other handmade models too, they get lightmapped just fine.

Is there a upper limit of polys/vertices a model may have for q3map2 to lightmap it?
Currently the model has 2145 verts and 4286 faces. 
@wakey 
I've opened your model (from the other thread), and the actual UV islands don't match the seams shown here. Instead they just about perfectly match the shading problems you're having.
At the risk of stating the obvious, just marking edges as seams is not enough - you should then unwrap, pack, re-project the texture, change the material and remove the old UV map. 
Every Information Helps 
as for me nothing in that regard is obvious yet ^^'

I tried your tipps and those from above to the best of my abilities, yet the problem seems to become worse.

I have simplified the mesh some more, deleted all previous materials, textures and uv maps, marked sharp edges, did the seams from the beginning, unwrapped them, reprojected the texture, created a second uv-map for the lightmap, packed it.

https://imgur.com/a/swvI4kC

In the shader i am using the q3map_forcemeta, q3map_nonplanar and q3map_shadeangle statements, shadeangle is at 45d.

Spawnflags 4, in the compilersettings -trianglecheck is set.

To no avail.
It is likely that i get the packing part wrong / the part with the separate lightmap uv's.
Especialy when it comes to how and if q3map2 / darkplaces reference them.

I uploaded the actual .blend file:
https://drive.google.com/file/d/1txl5o7M4-eGTQa3GW2XmDAqveBAU7Mb_/view?usp=sharing 
 
I'll look into this once I have some time to figure out q3map. Right away though, your sharp edges currently have no effect since they're being overwritten by custom normals. Click "clear custom split normals" under geometry data.

I'm not at all sure DP or the compiler make use of secondary lightmap UVs. But if they did, using Blender's "lightmap pack" doesn't seem appropriate in this case (and you'd need much more padding anyway). We want lighting to spill over geometry, but don't want it to bleed between UV islands. This means we want less islands, not more. Not sure lightmap-specific UVs are even needed here.

While I'm figuring things out, what are you using for import/export? I've only found .md3 exporter for Blender 2.7x, you're clearly on 2.8x. When I imported your previous model, it had edge splits at every seam - not yet sure if import, export, format or modelling problem (if it is a problem). 
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