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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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QMLE 
was my only reason for the internet. 
 
well, if anyone wants something to start with for a model editor: https://github.com/necros0/ne_modelEditor 
 
Blarg ...

Preach, can you look at this?

https://dl.dropboxusercontent.com/u/161473/MDLBugs/base.fbx
https://dl.dropboxusercontent.com/u/161473/MDLBugs/skin0.tga

That model gives me this error when converting:

Traceback (most recent call last):
File "fbxtomdl.py", line 189, in <module>
File "C:\Python33\lib\site-packages\qmdl\helper.py", line 22, in save
File "C:\Python33\lib\site-packages\qmdl\mdl.py", line 828, in write
File "C:\Python33\lib\site-packages\qmdl\mdl.py", line 413, in write_vertices
File "C:\Python33\lib\site-packages\qmdl\mdl.py", line 394, in write
struct.error: argument out of range

It's only 144 triangles ... so I don't know what the problem is. :-/ 
UV Issues 
When you get errors in the vertices stage of the export, that points to being problems in the UV coordinates. According to the output of the fbx module, you have some extreme UV coordinates in your input file like

3.882966888774369e+17 47382.390625

1709638.625 0.9035763144493103

-244233.234375 0.9035763740539551

qmdl doesn't actually mind UVs outside the usual range of 0...1. If you want to say "fuck software quake! I want a tiling skin" and have coordinates outside the skinwidth then the program will do what you ask and not raise an error. At some point I will get round to giving the helper module a couple of "clamping" functions to bring all uvs into the range of 0...skinwidth but they'd be optional and fbxtomdl would skip them to retain the potentially useful flexibility.

So why the crash? Well, some of those coordinates are literally so large as to overflow a 32 bit integer. Python, retaining it's title as Awesome Language 2014, handles these arbitrarily large numbers without actually breaking. But at the end of the day they have to be packed into a 32 bit field for the binary format quake reads, and at this stage Python signals an error rather than truncate them.

Long and the short of it, fiddle with your UVs and get the program which is exporting fbx to double-check what it's doing... 
 
Oh ok. Yeah, it doesn't have any UVs that I've fussed with at all. That would explain it! Thanks for the quick response!! 
New Version Of Qmdl 0.4 
Just to wind up the person who downloaded it last week, a new version of qmdl just went up.

http://tomeofpreach.wordpress.com/2014/10/26/qmdl-v0-4/

Main feature is support for the Md3 format, weirdly enough. Along with a module to load Md3 files there's a script that recreates md3tomdl in python. That latter bit's not in a user-friendly way at all right now - even the paths to the source files are hard-coded. Think of it as a proof of concept.

It is probably the bit I'm gonna rework for the next release though, as it'll provide lots of flexibility that md3tomdl.exe can't deliver. Stuff like being able to change the way coordinates are mapped (perhaps to keep integer vertex coordinates), or to combine the separate UV maps of different surfaces in a creative way, will be made possible. The kind of stuff that's simpler to express in code than any amount of command line switches.

Also there's a few other nice bits of polish for the mdl side of things. The Mdl class has two new generators basic_frames and basic_skins. These let you iterate over all the "poses" in a model, treating framegroups as a succession of individual frames. This fixed the issue that the Helper module's merge_vertices method failed on a model with a framegroup. 
Chequered Past... 
Up on the blog today is a texture to use as a placeholder while you make your model. It has features so you can see where your UV map is distorted, and check the pixel density is consistent (or at least being used as intended). What makes it different to the hundreds of similar textures already available? It's in the Quake palette, of course!

Check it out in action and download it from
https://tomeofpreach.wordpress.com/2015/01/15/placeholder-checks-texture/ 
Texture MineQ 
 
Haha very cool :) 
 
Minecraft map jam! 
Yacinebelhadj60@gmail.com 
The Editor Quake is of Green Team is doom 
Har 
I tried the opposite of that, porting the quake textures onto the minecraft png.

But got distracted by other stuff. 
Texture MineQ MAJ 
 
Recreate the retail Quake levels with this theme, that would be cool. 
MineQ 
First i finish this pack texture but good idear. Why not :).

I have for project to create models ennemies minecraft in quake "creeper, skelletor, enderdragon for boss..."

And why not model axe to minecraft sword. I see that later. 
You Are In An Ambivalent Place 
For Minecraft, but I like those. I'm guessing the wood near the lava isn't really wood.

The images also point out the problem I had - Minecraft is material based stone = stone floor. For quake, there are lots of floors made from stone. So choosing which to use was what made me give up / do something else.

Also, metl - I clicked the like link above but it didn't work?

Should I post in Site Help? 
MineQuake 
needs more GL_NEAREST_MIPMAP_LINEAR

come on, get yer pickles together man 
Yes 
Or else you'll be in a bit of a pickle. 
 
c'mon guys, don't be sour about it. 
Texture MineQ MAJ 
MineQuaft 
I mustard mitt that a map jam along the lines of "set grid to 32, and no non-orthogonal angles allowed" could be quite the lol. 
Texture MineQ MAJ 
I understand what you're trying to tell me ... 
Kewl 
 
 
Awesome!!! 
 
I mustard mitt 
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