 Little Rapture
#405 posted by madfox on 2012/06/28 04:09:56
I was chasing the strange object bear pointed in the inspiration thread.
http://members.home.nl/gimli/moeb4.gif
#406 posted by necros on 2012/06/29 02:29:15
preach, what causes md3tomdl to ignore the input skin and (auto generate??) an orange/brown striped skin?
I exported a skin from qme into pcx and everything seems fine (model frames are all there as is skin mapping).
#407 posted by necros on 2012/06/29 02:30:39
ohhh never mind... i moved my skins into a subfolder but forgot to add thatr in the text file. -_-
 She's So Fine...
#408 posted by madfox on 2012/07/01 20:37:46
 Cock Polisher ??
#409 posted by JPL on 2012/07/02 07:54:01
.. now Quake turns definitively gay....
 Then The She Would Be A He
#410 posted by madfox on 2012/07/02 19:41:38
The model is a convertion of the HalfLife2 low poly site whith free models. So I thought to respect the owner with a screenshot.
Most of the time these subposes don't reach ingame.
http://members.home.nl/gimli/heavy.jpg
Here's another one that hopefully will become playworth.
Already big for milepasses and jumping on rockets.
http://members.home.nl/gimli/bigles2.gif
 Found
#411 posted by madfox on 2012/07/03 06:44:29
#412 posted by necros on 2012/08/03 09:00:52
More of a texturing question I guess but this seemed the most relevant thread to post in:
Are there any Gimp users here? I'm trying to make some skins but I keep getting errant full brights, even when my palette is not supposed to have them.
I never had this problem with Photoshop, so I'm guessing I'm just doing something wrong. Is there a proper way to set up a palette without any fullbrights?
 Palette
#413 posted by Preach on 2012/08/03 12:46:50
The way I have my fullbright-free palette set up in gimp is to start with the full 256 colour palette, then replace the last 16 colours with black. Since there's already a black colour at the top of the palette, the remaining 16 colours never get used.
#414 posted by necros on 2012/08/03 19:20:36
how do you make your palette? I load up a palette image texture (has the 256 colours in large blocks) and then make the bottom two rows black.
But I still see fullbrights on some reds.
 Hmm
#415 posted by Preach on 2012/08/03 20:17:50
I don't know if it reapplies the palette when you edit it, have you tried saving the palette, changing the colour depth to RGB, and then changing it back to indexed with your saved, fullbright-free palette?
Otherwise there's always QMe...
#416 posted by necros on 2012/08/03 20:49:21
Well, what it seems like is that there are two identical reds, but only depending on the index in the palette is it determined to be fullbright or not.
It's weird because in PS, the palette would show up in the same order it was in when I created it from the palette image.
In Gimp, the colours are just all random in the palette.
Otherwise there's always QMe...
What do you mean?
 Well
#417 posted by Preach on 2012/08/03 21:51:00
Try grabbing the file from http://www.btinternet.com/~chapterhonour/notbright.pcx and importing the palette from there. If you still have trouble, is it possible that some other tool is interfering? There is a shade of fullbright red with the same RGB values as a regular palette entry, so anything that converts skins from palette index to RGB and then back to palette index will inevitably lose information on some files.
re: QMe, you can use it as a cheap fullbright remover by importing the texture in question as a skin, then using the QMe palette filter tools (which are quite good actually, being custom built for quake itself)
#418 posted by necros on 2012/08/03 22:21:35
Thanks, I will try that out with the pcx file directly.
QMe palette filter tools
Which tools are those? I've honestly never touched that part of the program.
#419 posted by necros on 2012/08/03 22:39:24
Thanks, that seems to have worked! Just took importing the palette directly from a pcx file!
 QMe Skin Editor
#420 posted by Preach on 2012/08/03 23:14:13
The skin editing in QMe is probably the most polished part of the program. You can even undo edits that you make while drawing on the skin using ctrl-z! (*)
http://www.btinternet.com/~chapterhonour/qme-pal.png highlights the button (top right) and shows off the dialog. You can remap colours one by one if you double-click them, then pick the replacement colour from the pop-up. It's pretty laborious to do that though.
The quicker way to replace colours all at once is to untick the boxes to the left of the row. This replaces all the colours in that row with the closest match in the remaining checked rows. That last bit is important - if you have lots of fullbright oranges and reds you want to remove from your skin, make sure that all the non-fullbright orange and red rows are ticked first. Otherwise you will get poor results!
(*) 3d view only
#421 posted by necros on 2012/08/03 23:17:59
Ah ok, I saw that dialog but couldn't figure out at a glance what the heck it did.
Seems like a cool way to do some quick palette swaps, thanks for cluing me in on it!
 #420
#422 posted by metlslime on 2012/08/04 02:42:42
nice model, what is that from?
 Poster
#423 posted by Preach on 2012/08/04 12:20:30
It's a sneak preview of an upcoming pack of models...
 Flavour Text
#424 posted by Preach on 2012/08/05 01:05:18
Since there's no way I can squeeze all this on the model I might as well post it here:
The defective packs (pictured left) were manufactured between July 2087 and February 2088. We advise all customers to inspect your medikits for the following indicators:
� Unusual or pungent odour
� Discolouration
� Liquid discharge from base
� Inoperative indicator light
Any pack displaying one or more of the above symptoms should be returned unopened to your retailer for exchange or a full refund.
Remember, in an emergency situation your life could depend on your medikit - be safe, not sorry.
 Haha!
#425 posted by Drew on 2012/08/05 04:39:46
Awesome!
#426 posted by necros on 2012/08/09 10:12:16
Hm... I think I have found why .mdls have to be split the same way the verts are split on the skin map...
OBJs (for example) allow a face to contain it's own s/t tex coords, but MDLs have the s/t coords bound to the vertices themselves...
Oy... I guess I will need to figure out how to split up the OBJ mesh so that skin verts and mesh verts are split the same.
 FYI
#427 posted by necros on 2012/08/11 22:24:48
OBJ files store verts in clockwise order, but (I guess because of OpenGL?) they need to be in counter clockwise order to draw properly.
 �ne_modelEditor
#428 posted by necros on 2012/08/14 23:29:29
It's called 'ne_modelEditor' but all it can really do right now is edit UV mapping on models. :P
File->Open to open a model (.mdl but will load .obj)
RMB Drag on the 3d view rotates
MMB Drag on the 3d view pans
Click the "Show UV Mapping" button at the top.
Click and drag to move UV verts around.
Dark Blue verts are normal skin verts.
Light Blue verts are verts that share front/back tris. Moving a light blue vert moves the two together.
File->Save to save a new model. Don't overwrite your models... who knows what this program could do?! Oh right.. me. Just keep some backups of your models.
- There's no undo (there will be)
- You can't split/merge skin verts (you will eventually be able to)
- Can't select verts/tris in 3d view (you will eventually be able to)
- Can't edit 3d mesh at all (don't know if I bother with this, there are better modelling programs out there)
ne_modelEditor 0.01
Made out of java, so you can just unzip this into a folder and double click ne_modelEditor.jar
If double clicking doesn't work, you probably don't have java or it's not set up right.
Also, this requires OpenGL 1.1 compatible card... which should be like every card out there.
 Cool Stuff
#429 posted by Preach on 2012/08/16 21:41:19
Specialising in UV maps is probably a good niche to aim for, as all the existing mdl format editors are lacking in that department. I already prefer using this tool to QMe, which doesn't even select the vertex under your cursor correctly. Quick wish-list in that department:
* Drag select
* Select adjacent vertices command
* Select entire component (all vertices connected to the current selection)
* Rotate tool
* Scale tool
* Mirror tool
That ought to be enough to let people create efficient skins.
Also one nitpicking detail: Quake actually places vertices in the middle of the pixel at the given skin coordinates, not in the top left corner of that pixel. It's a kind of unhelpful design because it means you can't get even borders on the edges of carefully aligned polygons. But it's the design we have been given so the editors have to follow it.
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