Model Viewer...
#978 posted by
necros on 2015/10/02 18:29:23
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
#979 posted by
Kinn on 2015/10/02 18:56:44
I'll check that out - cheers necros!
Step 2 WIP, Gatling Gun
#980 posted by
aDaya on 2015/10/02 22:34:24
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.
#982 posted by
Lunaran on 2015/10/03 04:09:34
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
#983 posted by
Lunaran on 2015/10/03 04:12:28
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
#984 posted by
adib on 2015/10/03 07:21:11
My goodness... it works. It renders bsp, you can navigate thru the level.
#981, #982
#985 posted by
Kinn on 2015/10/03 11:36:42
Cheers, it would appear now that my .mdl viewing predicaments have been alleviated :}
Video Footage Of The Infantry Gun In Action
#986 posted by
aDaya on 2015/10/03 23:33:52
Shambler Remake In The Works.
#988 posted by
Skiffy on 2015/10/05 17:44:18
#990 posted by Spike on 2015/10/05 19:24:41
Looks more like a suit than fur so far. :P
Good luck with getting the animations to be tolerable though. :s
#991 posted by
Kinn on 2015/10/05 19:48:17
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
#993 posted by
ijed on 2015/10/05 20:36:39
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
#995 posted by
Kinn on 2015/10/05 21:19:05
tbh, you could make it 1/4 the polycount and you wouldn't notice the difference in game.
Skin Size
#996 posted by
madfox on 2015/10/05 21:45:49
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?
#997 posted by
necros on 2015/10/06 02:11:04
i believe the max height of a skin is........ 320?
and the max width is something like 2048..?
Not Sure About Fur
#998 posted by
Skiffy on 2015/10/06 02:14:43
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.
#999 posted by
metlslime on 2015/10/06 02:30:50
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.)
#1000 posted by
necros on 2015/10/06 04:12:59
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
#1001 posted by
madfox on 2015/10/06 05:03:16
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
#1002 posted by
madfox on 2015/10/06 05:24:37
Just tried in qmle a skinfile of 512, but it says indeed
maximum skinfile height is higher then 480.
Learned something again.