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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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Wait 
Let's explain more,
C:\Quake\ID1\textures is my HR dir, I changed it into
C:\Quake\ID1\progs\model.mdl_0.tga with all other HR tex.
My model.mdl is in C:\Quake\TmpQuark\progs with the progs.dat

In Quark6.3 I can go into game with the normal HR brushes but the model itself stays in the same 256 mode.

I know I'm going astray somewhere, but this problem holds me for a long time now. 
 
first, if you're working in a mod directory, you should put all your assets into that directory. you should never be adding mod assets into the id1 directory.

that said, what engine are you using? i know FQ and QS do not support external model textures. 
 
In post #299 is a download model of a globe.
I use this mdl to create a turning skybox.
The model isn't perfekt as I still have the two poles having glidges.
So I'm restraining 2x 240 frames to get a perfekt turning skybox.
It's a bit fast, but almost compares the animating sky.

*v*

So it�s not excakt a mod, more an addon.
I�m using Fitzquake0.85 and in my ID1 is only the 2 Pak files.
C:\Quake\maps
.\textures
.\gfx
.\glquake

For this kind of work I compile in a subdirectory and place all atributes to the TmpQuark directory.
TmpQuark\maps
.\progs\
.\sounds


the recompiled progs.dat goes into the TmpQuark directory so I can test it from Quark6.3.So I wonder where I could place the model texture. 
 
I�m using Fitzquake0.85
That is your problem. FQ doesn't support external textures on models. 
 
How do I obtain that?
DarkPlaces, JoeQuake, or what engine then?
No complain about Fitzquake, but I thought there might be a hack. 
 
i'm sure DP does, and i know rmqe does. 
Fine 
Thanks for your explain, it was usefull.

Me big ever smoking bluf for working in RemakeQuake and oversee that last one. 
Sock 
I asked the Noesis author:

UV points aren't "corrupted" on the edge of the skin

The format just doesn't support wrapping
 
On Wrapping 
Incidently, quake mdl format supports wrapping as long as you are willing to forego support for the winquake version! In winquake you get lots of random noise anywhere that the skin UVs leave the bounds, presumably because it's dumping random memory onto the screen. Probably if you abused it enough you would segfault the whole thing. So not the best of ideas but certainly possible... 
@spirit 
Wow thanks, I tried to contact the author of noesis but I could not find any email address (none with documentation or website). I eventually found a forum site he uses but that is never speedy for responses. It certainly makes sense now that I know the MDL does not really like UV points on the edge, I just wish Noesis said something instead of just creating a mess! 
Re: Neosis 
ijed, or anyone else using it: how are you exporting to fbx format? i'm trying to get it going with max9 -> .fbx and importing into neosis, but the mesh becomes all jumbled and the triangle count shoots way up for some reason. 
Medieval Ammo 
Some new ammo pickup models I created because my new map is a medieval theme and I do not want tech style stuff hanging around. I know I am stepping on holy ground by redesigning the original models but I wanted something different.

Each pickup has an unique design profile so it can be recognized easily and I tried to keep the original colours as much as possible. The new models certainly have a higher triangle count, but I kept the original texture density. (I like the old style pixel way best)

http://www.simonoc.com/images/design/sp/q1_ammo_models_v1.jpg

Any likes or dislikes? 
 
mossy rock on top of the nails box is kind of weird? or at least it looks like mossy rock. 
Like, +1 Etc. 
I'm a fan. I'd prefer them in gl_texturemode 3 tho ;} 
 
I typically hate "new stuff" to Quake's look like that, but I oddly enough rather like those ammo pickups sock. I enjoy the use of the id1 textures as part of what is encasing them, makes them feel like more a part of the game world rather than items simply inserted by the mapper. 
To Be Honest 
Changing quake's ammos from the fullbright bsp boxes to mdls that take level lighting, is one of the few changes that I would actually make to quake's original look.

I'd probably add some tasteful fullbright elements to the textures though, so that you can place them in dark areas and they don't get lost. Easier to do that with tech-themed stuff though... 
 
@Necros, yeah good point. The original texture design was a stone box but I switched to wood later on. I will convert it all to wood.
@Kinn, oh yeah! I love it, you know it is all your fault that I now make assets designed for the original pixel resolution! :) 
Kinn 
mdl ammo boxes is a feature in quoth, although it's done there to save on model precaches instead! 
Also 
Sock, those look awesome. 
Flasks 
Things are going a bit faster now that I have a working pipeline for creating models. So here is my attempt at replacing the medipacks with something more medieval. I have maintained the original footprint/height and tried to create something different in profile shape.

Original pixel vision thanks to Kinn!
http://www.simonoc.com/images/design/sp/q1_health_models_v1.jpg

Any dislikes? 
Coolio 
I've actually got some constructive feedback, it's little things though:

Was skipping the usual red cross on heath items a design choice? I kinda miss it, perhaps if you added a cross-shaped strap over the lid it might have the right subconscious association without looking too anachronistic?

One of the things that I always get wrong with my models is not baking strong enough shading into them. Really make the lower surfaces dark. In fact, the best way to get that gemstone-like red bottle effect is to emphasis the dark colours over the light. I remember doing this years ago painting some High Elves, the closest I can find to the guide I had then is:
http://www.instructables.com/id/How-to-paintdraw-gemstones/?ALLSTEPS

Finally, I worry a bit about distinguishing the 25 and 15 health packs, although I can see the different shapes and heights when they are next to each other, I worry that if I came to one in isolation I'd be unsure of how much it was worth. A few ideas:
� Make the cap on the 15 health pack more discoloured/mouldy/rotten.
� Push the colour of the rotten bottle away from red and towards brown (difficult to do subtle colour changes in quake, I know...)
� Only apply the super-secret twinkle shader effect to the two large bottles.

I'll expand more on that third option later, but one other idea I've had which may or may not work is this:
Take the highlights on the edges of the bottles, and colour (only) the adjacent borders of the bottle with dark orange fullbright colour. The intended effect is that in bright lighting this fullbright appears just a natural part of the shaded bottle face. In dark lighting these new edges appear fullbright, as if they were dimmer but still visible edge highlights, while the original highlights disappear in the dark. 
Those Are Good Points, 
hadn't thought about the relative heights vs heights in isolation, but i'd also like to see the cross symbol return.

that said, i kinda just don't like the way they look... like a jar of blood. sorry man, i much prefer the original kits over your new ones. :(

i think i'd rather see the original health kits but with the metal replaced with wood. 
Re: Flasks 
@Preach, yeah I like those ideas, I will add a green/brown tint to the rotten health (15) and stamp a cross symbol on the top of the corks. I can certainly add some fake shadows on the bottom of the jars and some glint at the top.

@necros, I know you are not keen on me redesigning the original stuff, but I really want to get away from tech style boxes. I checked the existing q1 levels with my new items and they fit really well. The items don't look out of place and now have some character/style about them. I might create the originals as a separate pak file so people can have a choice if they are really against my items. 
Health 
Take the highlights on the edges of the bottles, and colour (only) the adjacent borders of the bottle with dark orange fullbright colour. The intended effect is that in bright lighting this fullbright appears just a natural part of the shaded bottle face. In dark lighting these new edges appear fullbright, as if they were dimmer but still visible edge highlights, while the original highlights disappear in the dark.

Not sure about this. I'd probably think it was just bad texturing, rather than a design choice to have fullbrights integrated like that. I only see fullbrights making sense when they create an obviously seperate glowy light element, like a rune or a gem.

As for the health packs - I like the shape, I think that's cool. I think it's "too red" though - i'd be inclined to make it a combination of metal and glass, rather than entirely glass - like a mostly metal frame with glass "windows" in. 
As Teased Earlier 
Here's a few examples of the super-secret twinkle shader that's been hidden in quake for the past 16 years.

http://www.btinternet.com/~chapterhonour/gem.zip

You need to view then in game, QMe will not render the effect. I'd suggest whacking them in a progs directory and renaming each one g_rock2.mdl in turn. You can then look at a rocket launcher pickup in game to view them (use the flush console command to update after each file is renamed). Start with the flat one so you know what to expect.

Cookie for whoever can explain it! 
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