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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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than was making quake web tools a while back, I'm pretty sure there's a HTML5 .mdl previewer on the web somewhere right now

ahh: https://github.com/andyp123/quake_web_tools 
 
found it, it's on his secret other site that doesn't have his name in the name

http://pecope.co/experiments/quake_web_tools/QuakeWebTools.html 
O_O 
My goodness... it works. It renders bsp, you can navigate thru the level. 
#981, #982 
Cheers, it would appear now that my .mdl viewing predicaments have been alleviated :} 
Video Footage Of The Infantry Gun In Action 
Without frame interpolation: http://webm.host/b5668/vid.webm

With frame interpolation: http://webm.host/a0164/vid.webm 
Nice! 
 
Shambler Remake In The Works. 
https://dl.dropboxusercontent.com/u/1849053/Shambler_Wip_02.jpg

Posting this here... nibbling away at my shambler remake. 
Looks Great! 
Fur? 
 
Looks more like a suit than fur so far. :P
Good luck with getting the animations to be tolerable though. :s 
 
Looks awesome but yeah, something like that is not gonna work in .mdl. No way, Jos�. 
Skiffy, 
that looks super nice... probably wont be able to use it in quake though. 
I Like It 
how does it compare to the uprezzed grunt and dog by Capn'bubs?

http://quakeone.com/forums/quake-mod-releases/works-progress/9573-authentic-model-improvement.html

Looks pretty close in terms of density :) 
Ijed 
looks way more hipoly and hi res textured to me. 
Very Hi Poly Yes 
tbh, you could make it 1/4 the polycount and you wouldn't notice the difference in game. 
Skin Size 
I was wondering about the skin resolution in QMLE.
I know there are several limits, I thought something like 308 x 240.

So I keep myself to these limits untill recently I found a
static model I use that has 480 x 215 and seems to work well.

Is this a marginal exception, that confirms other errors? 
 
i believe the max height of a skin is........ 320?
and the max width is something like 2048..? 
Not Sure About Fur 
Most likely wont be going with fur. We'll see what I end up with. As for the chest area yea its a little too structured looking right now. This model is going to use a 512x512 though for the final texture. which gives it the same pixel density for its size in relation to all the other monsters. This is how I see the shambler in my head when playing the game :)

I might make another lower detail one later that is closer to the original. 
 
long ago i heard that a max height of 200 was the guideline, but i can't remember where i got that or what engines/tools it applies to, if any. (dpaint?)

Floyd.mdl has a skin size of 256 x 512 and that seems to work in all engines i've tried it (which isn't that many, e.g. i didn't try dos quake.) 
 
i think the guideline was max height 256, because while you could do 320, the whole shrinking skin thing in normal glquake would make it look worse (resizing 320 to 256).

then fitzquake started doing the opposite (i think it just pads outwards to make it ^2?) so that problem went away. 
Ah 
All models I made I always kept the limit of 320 x 240.
Often when I crossed that number quake just quit
before starting giving the error maximum skinsize exceeded.

So I was rather surprised to see the skinfile of my waterfall turned out 480x215 without error.

I have another big static entity I would like to use,
but when it is possible the skinsize can be larger then 320 x 240
maybe it could meet high resolution size.

Maybe preach has an explenation for this? 
Check Off 
Just tried in qmle a skinfile of 512, but it says indeed
maximum skinfile height is higher then 480.

Learned something again. 
MDL Format 
The question is simple and yet doesn't have a good answer. The actual binary format for MDL doesn't impose any particularly hard limits on skin size, I think you could go to 1,000,000 or so in each direction (but going that far in both directions would take up 1TB for the skin texture which some might consider excessive).

The restrictions lie instead with the various engines and tools instead. For instance, the original DOS version of Quake had a restriction on height which I dimly recall being 200 pixels, but later engines stopped applying that limit. QME was designed in certain ways to support making engines for DOS Quake, like the way "Cut Away Unused Skin" arranges skins from left to right.

GLQuake needs textures which have power-of-2 dimensions, but this is a soft limit because it resizes skins with other sizes. The resizing looks blurry, so you should try to avoid it occurring. It might also have a maximum dimension somewhere and resize everything down to that size. But if it does then you can bet newer engines will do something different.

So I recommend using only these values for skin dimensions:

8, 16, 32, 64, 128, 256, 512

Nothing in-between, exactly these values. If you also want to be compatible with DOS quake, you can't use the last two as the height, but a huge number of custom models (including many of my own, several from Quoth etc.) don't bother and nobody has ever complained. 
 
What about poly limit?

Skiffys model looks much higher poly than other faithful models. 
Not For Default Quake 
Its 2040 triangles. Runs fine in Quakespasm and Fritzquake :) 
Well 
I wouldn't use it for default quake anyway. I mean, who's running default quake these days? 
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