#921 posted by dwere on 2015/08/31 13:24:34
I'm not sure, but the last one might be about automatic dithering, which indeed makes a lot of noise. Deliberately, but it's not always for the better.
I'd advice turning it off by default. Color conversion menu should have all necessary options.
Oh, and I don't think that pixel art guidelines are appropriate for Quake graphics. Unless I missed something.
 Preach, For Question 1
#922 posted by aDaya on 2015/08/31 23:36:55
I'm asking how I can make animations/animation frames in Blender and make sure the exported mdl file has them too, or if I need to export each frame as their own model and make sure I can import them as frames in QME.
And dwere don't worry, when I try to texture I try my best to replicate the quake aesthetics ;)
And thanks for the tip about automatic dithering, that should do it since even if I try to make a simple texture that uses quake colors it still comes out as grainy.
 Current State
#923 posted by Preach on 2015/09/01 19:32:54
I'm asking how I can make animations/animation frames in Blender and make sure the exported mdl file has them too, or if I need to export each frame as their own model and make sure I can import them as frames in QME.
So at the moment, you are able to create models with more than one pose, and you are able to export them from Blender, but when they are exported they only have a single frame? And you have a way of changing which pose that frame is?
I'm not very familiar with this blender plugin, but I had a quick try and I was able to import a model, then export it again, and the exported model had all the frames. So it is possible to get it to export animations all in one go, it's just a matter of finding out where it's going wrong and what can be done...
 One More Thing
#924 posted by Preach on 2015/09/01 19:34:04
It might be good if you can upload one of your blender files so I can have a look at what you have, and try to play around with it.
#925 posted by dwere on 2015/09/01 19:53:14
I think the amount of frames exported depends on which frame is currently selected. Or something. I forgot.
#926 posted by necros on 2015/09/01 23:27:25
I'm max there was an issue once where I couldn't export all frames and I found I had to add a keyframe at the end that, maybe this is something similar?
 Blender's Timeline = Animation Frames
#927 posted by aDaya on 2015/09/06 14:06:06
Just saw that the timeline at the bottom of Blender's window actually stands for animations, as I discovered by importing an mdl file containing frames and fucking around with the timeline cursor.
Life's good, and I'm off doing models for Quake now!
 Texturing Help?
#928 posted by aDaya on 2015/09/18 15:54:02
Doing a double post, but:
I'm currently doing texture work for my machine gun, and the only way I found out to work with quake's palette limitation and making the texture look like quake is to use MS Paint, taking parts of the quake weapons' textures and working pixels by pixels.
Of course that's extremely tedious and eats a lot of time.
But since I have Photoshop CS6, is there a way to optimize texture work through it?
 Textures
#929 posted by Preach on 2015/09/18 18:03:01
We had a big discussion on suitable editors for quake textures about a week ago in mapping help, see the following posts for the bulk of it:
http://celephais.net/board/view_thread.php?id=4&start=15380&end=15429
 Quake Palette I PS
#930 posted by khreathor on 2015/09/18 20:07:10
Daya: You can make 256 color palette in PS or GIMP, so you can convert your texture to color spectrum from this palette. You must copy Quake colors manually to PS Color Table and save it for later use.
Here take a look: http://graphicdesign.stackexchange.com/questions/654/convert-a-pattern-photo-to-a-given-palette
 QUAKE <===> GIMP
#931 posted by khreathor on 2015/09/18 20:15:01
I have one for GIMP somewhere, if someone interested...
 Wally1.55B
#932 posted by madfox on 2015/09/19 05:05:11
For your convienence I just uploaded the good old program Wally up to Quaketastic.
It is one of the good wad editors that were on the WadFather back in 2001 and can be very usefull if you're doing things with quake's texture.
It has a lot of feathers you can use, and is more specific than texmex.
My download confirms it is a dangerous program.
If it is more dangerous than the squad be aware,
so download on your own risk.
wally
 The More The Better
#933 posted by Rick on 2015/09/19 17:33:07
Wally was already at Quaketastic and is also available at Quaddicted.
https://www.quaddicted.com/files/tools/wally_155b.exe
http://quaketastic.com/files/tools/windows/wad_editors/Wally-155B.zip
I only knew because I went looking for it earlier this year.
 Finished My Texture After Some Time Passed In Photoshop
#934 posted by aDaya on 2015/09/23 01:53:12
http://image.noelshack.com/fichiers/2015/39/1442965830-infantrygun.png
Keep in mind, this is the first time I'm doing actual texture work, and even after applying Quake's palette, it doesn't feel that "quake-y" enough.
Any tips on accomplishing that if that's not the case here?
#935 posted by necros on 2015/09/23 03:41:18
Make the barrel blue like the sng.
 Quake-y
Try using lower res textures(diff uv's) ATM it about q3 quality
 Quake Textures
#937 posted by Kinn on 2015/09/23 10:28:04
Tend to use mainly the darker half of the palette lines and don't have many bright bits. It's usually textures being too bright that make things look unquakey.
 Better?
#938 posted by aDaya on 2015/09/23 13:36:31
 Yes
#939 posted by ijed on 2015/09/23 14:19:41
But I think the checkerboard ork pattern on the muzzle is a bit odd. Maybe make it more transparent so you can see the metal texture underneath. That might not fix it though, since the UV cut to front is pretty harsh compared to the soft nature of the rest of the texture - created by the low res.
Maybe even remove / move it?
#940 posted by aDaya on 2015/09/23 15:04:30
Nah, it's something I wanted to make since day 1. Maybe doing transparency will fix it and a subtle halo surrounding the cylinder's face.
But then I've got another problem. When I export it as an .mdl file and check in QME to see if it has exported right, not only does it still have the g_nailgun texture (even though I seem to texture-assigned my texture), but the UV seems to have been reset, as I've seen while importing my bmp skin anyway. Anybody knows what's the problem here? And there doesn't seem to be parameters on the exporter either.
#941 posted by Kinn on 2015/09/23 16:20:50
I don't like the checkboard bit. Too bright for quake.
 Darkened The Checkerboard + Emphasized The Barrel's Top Stroke
#942 posted by aDaya on 2015/09/23 18:29:36
http://image.noelshack.com/fichiers/2015/39/1443025682-infantrygun3.png
I'm asking again, has anyone had UV-reset related problems when exporting a model to .mdl ? 'Cause it's the only thing keeping my stuff away for being Quake compatible.
 Tools And Process
#943 posted by Preach on 2015/09/23 18:58:56
I'm asking again, has anyone had UV-reset related problems when exporting a model to .mdl ? 'Cause it's the only thing keeping my stuff away for being Quake compatible.
What's your conversion process - which program do you make the models in, and what do you use to export it? It is possible to make quake models with nice UV maps with the correct process, e.g.
https://tomeofpreach.wordpress.com/2012/12/15/ogre/
However, Quake itself had very simple back-front UVs and lots of tools don't support anything more.
RE: v3 of the skin, it's improved a lot as you've taken the feedback on board. Have you tried overlaying scuffs and scratches onto the metal to make it a bit less "clean"? It's easy to go too far the other way with that stuff but I think it's worth a try, particularly on the browner metal bits.
 Uv Reset
#944 posted by ijed on 2015/09/23 19:14:02
You mean it deletes your UVs?
I've had all sorts of problems, even it twisting the UVs round the model in a swirl. Really it just depends on what your tool chain is with these old formats and what tyou're rying to do. Not long ago it wasn't even possible to properly Uv a model. With some trickery in Noesis you can now get around the front back limitation, but I can't even remember what the method for that was.
 Ignore Me, Listen To Preach
#945 posted by ijed on 2015/09/23 19:14:57
|