News | Forum | People | FAQ | Links | Search | Register | Log in
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".
First | Previous | Next | Last
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 
Texture MineQ Help 
I've Got A Fix 
Don't use Darkplaces 
Recommend ? 
U have a recommendations ? 
Quakespasm! 
Quakespasm Forever 'till I Die ! 
On OS X, Quakespasm is the way to go ! 
Texture MineQ Help 
same problem on Fitz Darkplaces Quakespasm etc...

I'll shoot myself :D 
Hmmm 
ok, I'm guessing those are external textures and way brighter than quake textures, so they looked all burned out under normal quake lighting? 
 
Looks like the same textures in both shots

Fitz/ QS don't even have rtlights so maybe it's a problem with the actual light maps versus the rt approximation not matching. 
MineQ 
I have to write a texture pack I suppose, or other solution is possible ... 
MineQ 
i have fixed problem. Thanks for support. 
 
What is the purpose of modelheader->size in the .mdl format? Not the scale vector, but the single float that gets written last. Modelgen seems to populate it with the average triangle surface area - does Quake use this information for something? 
 
The engine multiplies it by this:

#define ALIAS_BASE_SIZE_RATIO (1.0 / 11.0)
// normalizing factor so player model works out to about
// 1 pixel per triangle

GLQuake doesn't seem to use the resulting value at all; Quakespasm definitely doesn't.

Software uses it in R_AliasCheckBBox:
https://github.com/id-Software/Quake/blob/master/WinQuake/r_alias.c#L238

Maybe someone who knows the software renderer can tell what's going on there, I can't make any sense out of it! 
 
software rendering has two ways to draw a model.
1: either using spans
2: just subdividing each triangle and drawing a singleish point in the middle of it.
method 1 is more correct. method 2 is faster when its further away.

method 2 has the side effect of rounding the model outwards resulting in (most noticably players) being larger when distant. this makes them easier to spot than in gl (when running at the same res), and is imho one of the two reasons that people used software rendering over gl in quakeworld for so long.

The engine needs some easy way to determine which method to use, hence that header field. 
 
also probably why the ring of shadows "eyes" model is easier to see in software mode 
Framegroups And Sync 
I know synctype is almost entirely unsupported, and any static entities with an autoplayed framegroup will be visibly synchronized.

If you were to use a model with framegroups on a thinking entity, would the group cycle start at 0 when .frame is set to the index of the framegroup, or is framegroup playback always strictly mod(time)?

yes, I am actually wondering how viable it is to pack extra frames into an mdl, how did you know 
First | Previous | Next | Last
You must be logged in to post in this thread.
Website copyright © 2002-2024 John Fitzgibbons. All posts are copyright their respective authors.