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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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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 
Dragonit 
My next attempt to convert Q3 mdl files to Quake1.
This time I took the Dragonite model of Pior, a french artist that made the model.

The hard part is to combine the three parts of the model back to one and import the base dxf into an editor.

From there the trick is to give the model bones and animate them to the basic Quake1 frames. Only thing left is to give it a good flame throwing breach to attack the player, which I can only append to the Quoth mod.
Wish I could expand the s_explode.spr better in qc.

dragonit 
 
Someone needs to do a tutorial on how to create quake models... here's looking at you MF. 
Damn QmE 
Okay this is wierd
Some times ago I was able to Import the nailgun moel into Blender thanks to that mdl script
Now I want to mess with Q2's chaingun model, so I saved it as a .mdl model. Messy palette aside (I verified if qmE can open the resulting mdl file), I try to import it in Blender but it can't open it, saying "Unrecognized format: RAPO 50".
Anyone got a solution to this? 
 
you could try using another model editor such as QuArK. Open the .mdl in that and save. That *may* correct the format and allow you to open it in blender. 
@Daya 
RAPO says you saved it in hexen2mp's (aka: portals, or pop) model format. There should be some option to switch back to quake's model format instead somewhere (disclaimer: its been a looong time since I used qme). And then you can open it with qme and reexport to quake's format instead. 
That Did It Necros, Thanks! 
 
 
Yep 
Those are rad. 
Nice... 
Origami :) 
This You Need 
Find yourself this little prog,
load your beloved dxf model,
get some glue and scissors,
paint them up..,

and they're yours! 
Lovely 
Thx! No more staring at faint lcds, im out sniffin some glue. 
3D Printer 
Has anybody tried already to reproduce Quake monsters with a 3D printer ? 
I Don't Think So 
But if there's anybody who should, it's Madfox. 
I Thoughed So 
It's possible.., although making the flatten layout of the dxf model results into a scattered field of forms.

I tried to fill in the player's skinn into it, but with all fields in diverse angles my printer got blurred.

not sure if the link works, I got a troubled server.
<img src="http://i59.tinypic.com/10wtm4x.jpg" border="0" alt="Image and video hosting by TinyPic"> 
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