#1099 posted by necros on 2016/01/19 17:00:49
Frame names are just for convenience and not used for anything!
Skiffy
I would love a tutorial if you can ever get around to it. :)
Tutorial From Whom About What? :)
#1101 posted by Skiffy on 2016/01/20 02:20:43
About what I figured out or something else folks are talking about in this thread?
About making quake models
Yes.., Models
#1103 posted by madfox on 2016/01/20 16:52:31
I thought Preach manual on his site goes pretty well.
I am doing lots of modelling but if I was asked to make a tutorial it would be more about knowing engines like Blender and Max.
It is rally not that lot of work, in blender it's easy to import a model, giving it bones takes more care but certainly the joy of animating it.
Qmle can be a harsh editor, quiet old but effective to import the dxf models.
The greatest kick for me is to see the thing jumping in game!
Great Work!
#1104 posted by DaZ on 2016/01/20 21:24:39
DaZ Made Me Come Here From Twitter For That Screenshot
#1105 posted by scar3crow on 2016/01/20 21:38:23
Double entendre all up in the body.
WIP BFG 9500
#1106 posted by aDaya on 2016/01/20 21:58:56
I Can Only Describe This In A Quote From 'The Thick Of It'
"FUCK THAT IS BRILLIAAAAAAANT!!!!!!!!!!!"
Forgot To Add
#1108 posted by aDaya on 2016/01/20 22:00:15
It's taken from Q2's BFG, I added more polys to the cylinders and redoing the entire texture
That Was Re: Shambler
That BFG is nice but the skin looks a bit like plastic.
That's Because I'm Still Working On It
#1110 posted by aDaya on 2016/01/20 22:02:45
After I'm done doing the bases, I plan on darkening it, put some noise, and apply the quake palette. This is the method I did for all my models.
Alright, Gimme That Shambler!
#1111 posted by mankrip on 2016/01/21 00:20:58
This model needs to be released.
Shambler... Sooon....
#1112 posted by Skiffy on 2016/01/21 02:25:05
If all goes well I might release it on the weekend. At least a alpha version for folks to try out and comment while I clean up animation looks and refine the texture a bit.
BFG
#1113 posted by Drew on 2016/01/21 02:56:33
why has nobody - read: Tronyn and Ericw - done this in quake yet?
If You Build It They Will Implement It? :)
#1114 posted by Skiffy on 2016/01/21 03:55:29
That is my theory at least....
For the shambler I will be able to add a bunch of additional animations at the end btw... for maybe some new abilities like running and clawing at the same time? Or some new AOE lighting shockwave attack.. always thought the shambler could use some additional tricks on higher skill levels. Or variants! we have a zillion ogres in Arcade Dimension... now that I have this bases I would be up for making some extra Shambler variations. Zombie shamblers anyone? :)
#1115 posted by necros on 2016/01/21 04:21:05
keep in mind, max number of frames in a model (for compatibility with most engines) is 255. i know how easy it can be adding in new animations. :)
161 Frames Of Fun!
#1116 posted by Skiffy on 2016/01/21 06:07:34
Well considering the current shambler is using 94 frames that gives me 161 frames of extra options? Let me get this sucker done first but I would love to work with the Arcane guys to maybe add some souped up Shamblers? :)
#1117 posted by mankrip on 2016/01/21 07:38:14
Framegroups can be used to extend the number of frames in vanilla Quake.
More Frames Where? How?? :)
#1118 posted by Skiffy on 2016/01/21 09:12:39
Oh? How is this done exactly? Just giving them actual names then? So the Run frame group and idle frame group can be no bigger than 255 frames? I would love to find some documentation to read on this...
#1119 posted by mankrip on 2016/01/21 10:24:30
Framegroups are indexed as single frames. If your first framegroup starts at frame 250, the other frame(group) following it will have the index 251, no matter how many frames are inside of the framegroup.
Framegroups were most likely a late addition to the engine, because none of the vanilla models uses this feature, even though it's certainly beneficial to idle and running poses.
#1120 posted by mankrip on 2016/01/21 10:32:25
Some more info: I had forgotten that the torches uses framegroups�
http://renep.home.xs4all.nl/qmehelp/concepts.htm
#1121 posted by mankrip on 2016/01/21 10:40:49
Here. Click on the "Main Window" link, and then scroll down to the "Frame Tree Panel" section:
http://renep.home.xs4all.nl/qmehelp/
Interesting. Framegroups Never Knew About Those.
#1122 posted by Skiffy on 2016/01/21 15:07:58
Ok so how do I add these without using QME? :)
Preach do you have some magic tools for this per chance?
Yes Indeed
#1123 posted by Preach on 2016/01/21 19:27:10
There's a way to do it using the Helper in the python module. The Vortex model from
https://tomeofpreach.wordpress.com/2015/12/30/vortex/
has an example in its python script, the relevant portion are:
from qmdl.helper import Helper
#read the model file
mymdl = Helper()
mymdl.load("model.mdl")
mymdl.group_frames(0, 15, "spiral")
mymdl.save()
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