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
MDL Peek 
Can you upload the MDL file, and maybe the MD3 file as well, somewhere so I can take a look? It might be that it's working well enough to make a valid MDL even if the paths on the MD3 are wrong. 
Here Ya Go 
http://www.mediafire.com/download/l6ij34q3576s8v5/infantry_gun_-_nailbuster.zip

The zip file also includes the 2.75 blender file if you're curious, as well as 2 directories, the one being the first try, and the second one where somehow the md3 exporter produced a file 100 times smaller than the first time, but the result was still the same. 
 
The material in Blender is irrelevant to what is put on the model.

Also, preach 's tool does not name frames, but they aren't that important anyway, it's just annoying when previewing.

Make sure not to save in qme as you will loose some vertex resolution. 
Yeah, Well. About That 
The material in Blender can be completely divorced from the material you end up applying, but it turns out that the MD3 exporter wants you to set up your material in a very particular way:

1) Go into edit mode on your mesh, and on the properties section click the button with a sphere (Materials)

2) Click the + button near the top to create a new material, then click the assign button to apply it to your mesh.

3) Still in properties, click the checkerboard button next to the sphere (Textures), and scroll the control back up to the top.

4) Click the + New button to add a new texture to your material.

5) Scroll down to Image, and click the picture image. A list of images appears, pick your g_infg.bmp image from the list.

6) Scroll even further down to Mapping, and click the button right of "Map:", then select your mesh to import its UV map.

Then export the MD3 and it should work correctly. I hope... 
Ayyy 
http://image.noelshack.com/fichiers/2015/39/1443347869-infantry-gun-done.png

Now thing is, at the start the texture came messy, and in Photoshop, the way I saved the texture is as follow: I saved it as an 8-bit bmp image and then saved is as .pcx, and there was no option. I had to import the pcx file for it to show properly.
Also, the front side of the cylinder's texture is off by 2/3 pixels and some texture edges (that looks like the UV) seems like they're a little bit torn if I look closer.
Is it QME or should I worry about this, likewise for the texture that could be as messy IG(because I've been told to not save under QME or I'll have vertex problems)? 
 
If you have to Ave in qme, it's not the end of the world, but when you go direct from preach's converter, you get better vertex fodelity 
Integer UVs 
Here's a possible explanation of some of the UV distortions. Quake uses integer UV coordinates, so the UVs are effective snapped to the centre of the pixel. This is a feature of the format, not QME, so the only real solution is to design your UV map around that. I end up zooming to pixel level on the skin in my model editor and moving the UVs to the centre of the pixels when I'm trying to get sharp edges exactly right. Of course, this knowledge is not near as helpful after the fact! 
Reason #138 To Hate GLQuake 
The original software versions of Quake (as well as some source ports) assume UV coordinates to be between pixels. GLQuake and derivatives move them to the pixel centers. I wouldn't recommend making any pixel-perfect detailing - it will always look like crap in some engines.

Blender plugin adds another problem: it places UVs between pixels when importing models, but (apparently) tries to align them to the pixel centers when exporting. If you snap your UVs to the pixel corners, small distortions are inevitable because of round-off errors or something. 
 
It's not really about distortion, but more about how some edges leave a very thin transparency line, no matter how much I try taking UV points to pixel centers. Is it related to how even models have to respect a grid too? Because I don't think Blender can do that.

If it is nothing, I can finally do the viewmodel! Speaking of which, I've been thinking of something: Instead of doing the usual fire mesh when the weapon fires, I thought about doing a Q3-like muzzleflash effect but with Powerslave's M60's muzzleflash ( http://www.spriters-resource.com/pc_computer/exhumedpowerslave/sheet/30756/ ). Will it work if I make a flat mesh with said muzzleflash surrounded by the transparency color? 
Animated Mesh Export Issue (QME Related ;c ) 
So I just did the viewmodel of the Infantry Gun/Nailbuster, complete with animations, 17 in total: without counting the standstill frame, it has 1 rise-up frame with the muzzleflash appearing, the next frame has the weapon getting down a little bit, only for the next frame to kick it again with another muzzleflash appearence, and the animation goes 0-1-2-3-2-1-2-3...
It looks great in Blender, I export it as a md3 file. I open it up in Neosis and the frames play flawlessly. Now I use Preach's tool, and that's when things get wierd.
I open QME to see if things went right, but when I choose every frame except 0 and 2s QME says "Access violation at adress 00499BDF in module "qme.exe". Read of address 0000004C.", the frame doesn't show up (but frames 0 and all the 2s show up just fine) and the mouse is spazzing out until I click. What's the problem here, and how do I fix it?

Also, this is still on subject but not for this issue, for color #255 to be properly transparent, you have to add { before the texture's name, right? Because QME doesn't seem to register that, and the pruple color is still shown. And sais former problem happens even without that { thing. 
Daya 
I don't think masked/transparent textures work with .mdl files. 
Access Violation 
Fifth is right, you can't do transparent on a mdl in standard Quake. Usually when I get an access violation in QME it's because some of the UVs have moved outside the skin limits. QME hates that, non-software engines actually cope OK with it. So that's one theory.

On the other hand, the earlier version didn't have an issue with this, so unless you had a reason to tweak the UVs it's probably not the cause. Perhaps I might need you to upload the latest file and I can take a look again. 
Yeaah Boyyyyyyyyyyy 
Good Work Daya, 
I am envious. I would love to make a model for Quake 
 
good job on following that through to the end. the hardest stuff is always the first mod/model/map/whatever.

also, i really like that 'hand crafted' muzzle flash. very nice. 
Nice 
Good stuff, glad all the work's paid off. I may have to write up the stuff above about how to get blender to spit out an MD3 file on my blog - it's certainly far from intuitive... 
 
that muzzleflash is 100% Wolf3D.

i can just hear it guten-tag'ing rooms full of dudes to death 
Options For Previewing Quake Models In The Year Of Our Lord 2015 
I am having no luck installing QME on my Windows 8.1 machine. I don't really have much desire to have these crappy old abandonware tools from the 90s on there either tbh.

I don't want to edit anything, just view .mdls and animations.

Has anyone suggested the idea of introducing a simple .mdl viewer into something like QuakeSpasm? 
Actually 
A simple model viewer QC mod would suffice. I assume one is already out there - anyone know? 
Even Better 
Create a map with an entity class of viewthing. Then use the commands

viewmodel
viewframe
viewprev
viewnext

to play around with the model and the frames. Need a mod to set the skin I guess... 
Aaahhhh 
it's all flooding back now...

I'll have a go cheers 
Model Viewer... 
you can try my shitty java model 'editor':
http://shoresofnis.com/temp/ne_modelEditor.zip

it's unfinished, but you can load a .mdl with frames, move uvs and save. you can also bulk rename frames by giving it a text file with the frame names, one per line. iirc, the 'set texture' button also works, but i think it has to be a pcx in the format from qme (eg: no palette data) so better off not using it. 
Noice 
I'll check that out - cheers necros! 
Step 2 WIP, Gatling Gun 
http://image.noelshack.com/fichiers/2015/40/1443817762-step2wip.png

This is gonna be similar to Q2's chaingun, with the difference of replacing the pre-fire state by a spin-up state.
Note that it'll only be available in a secret in the secret level of the episode, and as a secret in the final level. 
Kinn 
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.