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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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Nice work, that looks great! 
 
necros

Wow, so they put the texture seam on the fiend in the most visible place possible. Smooth. :) 
JneeraZ 
In most cases they just cut model in half, so you have front and back UV isle. No packing, no mirroring, ugly seams etc.
http://www.textures-resource.com/pc_computer/quake1/texture/1700/ 
 
I think I need to offset all the uvs by half a pixel due to the way quake vs everything else displays them, so that seam is worse than it should be. 
I've Uploaded The Zip 
but I put it in the wrong directory. I meant to put it in the models directory.

http://www.quaketastic.com/files/mon_knut.zip
http://www.quaketastic.com/files/mon_knut.png

Can I move it? 
 
Maybe it is not the greatest model, but it is working, has its own style and finished. I mean it is not using some placeholder checker pattern instead of texture or same animation for all states.

<cough>write a tutorial</cough> 
Flp 
Animation can be improved indeed, but it's a solid model. Good work. 
Quick Question. 
Where would I go if I wanted to find custom models and resources as a mapper? Be it enemies or static meshes. Is there a goto place?

@DeeDoubleU

I could write a bit about some technicalities, prerequisites and workflow. But I'm no expert in any of this. 
 
flp, preach has some nice models on his website -

https://tomeofpreach.wordpress.com/category/models/ 
Flp 
Yes, just write down your experience like in a blog. It's always helpful to others. Also, you can get opinions, corrections... 
 
hey guys, as promised, here's my shitty model editor:
http://shoresofnis.com/post.php?postID=9

to convert, just open an mdl or obj, then File->Save / Ctrl+S.
You need to use the file extension drop down. Just typing it in will not work.

You can also mess around with UVs a bit too and batch rename frames with a text file.

the idea is if you are importing your model with a bunch of separate files, you can do a dir /b in the folder and dump the output to a text file.

yes, i know, this is super primitive and just awkward. mainly it was to learn 3D picking and Open GL, but it does let you bring models into your model editing program with their UVs intact, and I think the UV editor is pretty good... 
 
oh yeah, you can preview animations by shift+clicking to select multiple frames in the listbox.

also, when exporting to OBJ, only the first frame selected will be exported. 
Wow 
Really glad with a new model editor. Surely will try it out.
It's hard to find new Q1 model editors.

I was puzzling how far I could go with only two triangles in shape of a squad in Qmle. It seems that without a max or blender I was able to compose e new rune only by adding vertices.

J- Rune 
 
well.... don't get too excited. my model editor is useless without a modeling program. :(

it started off as a reason to learn open gl and 3d picking. then i wanted to make a better UV editor. then i needed to batch rename frames for sock. then i needed to convert an mdl to obj and preserve UVs for a model I am making...

basically, that editor only contains things I needed. i posted it in the hopes that maybe someone else needs the exact same things. :3 
 
@fifth
thx for the link. I just then discovered there is an "older entries" button.

@necros
the 3d view doesn't work in linux
Exception in thread "3DViewThread" java.lang.UnsatisfiedLinkError: Can't load library: ./ne_modelEditor0.04/natives/liblwjgl.so

I dig the colorscheme of your website though

@tutorial
I did write the tutorial

http://pnahratow.github.io/creating-models-for-quake-1.html

and have put some effort into it. It's quite a wall of text. If you care to read the whole thing I'd very much like to hear feedback. 
 
oh... that would make sense since the libraries are windows DLLs. :(

i'll try to figure out what I need to do to get it to work in linux. 
 
looks like it's more complicated than just putting in the .so linux libraries. :( 
Flp 
Thanks for logging what you did. It works as an overview that gets one quickly in the right direction. Congrats on the model too. 
Necros 
the .so libs worked fine for me.
the app crashes a lot on file selection though.

https://drive.google.com/open?id=0ByZIVx6Ii7ooVktPX2N5Nk1JSWc 
 
Damn, I get errors when I tried on my emulated Ubuntu... 
I Got It To Work Too 
I didn't get it to run even after downloading libs because I was trying lwjgl3

it worked with this:
https://sourceforge.net/projects/java-game-lib/files/Official%20Releases/LWJGL%202.9.3/

looks nice. And seems handy when browsing animation frames. 
 
I'm currently working on some kind of enforcer thingy as an enemy for base maps. I feel like there are a lot of enemy types for these gothic maps but base maps lack visual variety in enemies.

http://i.imgur.com/gABFNPE.png

I'm thinking of a bulky guy that maybe alternates grenades and blaster projectiles. Carrying the gun on the side like a minigun. Slow but deadly.

Not sure if I stick with whats in the sketch. Armor still seems kind of boring. 
Base Ogre 
The description seems like a tech version of the ogre which is pretty cool. Even the quake icon on the chest plate just like the ogre.

Look forward to the progress! 
Flp 
Nice! I would love to model this. 
 
I wouldn't mind sharing work on this but the boots are still lacking definition/a general ideas plus I myself would have to do the sideview before I could start modeling. 
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