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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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I Don't Trust QME In That Regard 
It did wierd stuff with edges and texture deformation for my Infantry Gun and Gatling Gun while they looked good in both Blender and Quake (Quakespasm and DP).

As for the viewmodel, I plan on cutting the crank. I prefer viewmodels where we can't see the player's hand, and while making the hand appear like in Q2 would make the weapon look exceptional, I just prefer going the "no-hands" way. Still, when that crank rev-up sound comes up I'll be sure to lean the model left and backwards to simulate that strong pull Ranger has to do to recharge the big guy.
Oh and, thanks for your input Preach, as always it has been helpful. 
Oh, But With Care 
When I suggest tweaking the skin in QMe, I mean

1) Paint on the skin using QMe
2) Export the modified skin to a new file (so the original is backed up)
3) Import that modified skin to the model made using the original tools (e.g. blender/gmax/etc)

Saving the model in QMe directly will usually degrade the quality in some way, but changing the skin in this way should be safe (assuming you don't do something you dislike on the skin AND you lose the backup you started with). 
Hmm 
Blender has some way to paint on the skin in 3d as well, right? Can you still work in the quake palette when you do that? 
Blender Has Direct-on-model Painting Yes 
But I don't know much about it, never tried it as I don't think it supports layers and palette import. 
Shambler Animation Bugs 
So I noticed one thing.. the way the default Shambler is implented the use of the lighting cast animations is terrible. It frame skips and does not use the entire range from the original model. When looking at it ingame it clearly does not use all the frames and has no interpolation when doing so. Is this just me or do some of the more programmmer skilled folks here agree when looking at the code itself? That be the first place I start to fix the default Shambler in AC's implementation.

As for Channeling casting I would just add a casting look because you can use the first few begin frames and then the last few end frames and the begin and start. I also like the idea of adding a glow shell effect model like on the lost soul and rune knight. For a more souped up shambler he has constant static and glow around him and glowing claws or something. 
Skipping Rope 
I'm not sure that's quite the problem here. The frames which get skipped are magic7 and magic8, but they're hardly different from magic6 in pose. The real jump is between magic5 and magic6, which I guess is meant to be a fast and sudden unleashing. Part of the trouble with tidying that up is that it's also the transition from the lightning ball to the lightning beam, which you can't interpolate nearly so easily. This didn't matter when the shambler was designed of course... 
 
Muzzle flash stops frame lerping for that frame. 
 
Well in the animation I made those frames work much better as a single sequence. Just looks terrible frame skip jitterness in engine now. But its strange that the animation interpolation looks like its not working either during that attack sequence. 
Skiffy 
I believe if an entity does a muzzleflash effect, interpolation is skipped.

I solved this in my code by putting the shambler flash on another entity. 
Beaten By Necros Damn 
 
 
� And this is one of the reasons why I don't like all those hacks that other engines uses to skip frame interpolation. Such hacks overcomplicates the creation of new assets. 
 
Can we fix this in Arcane Dimensions please? :) 
Skiffy 
If I was you I'd email Sock directly, it will make it easier to get everything sorted out. 
 
Just add ef_dimlight to the bolt model. 
 
r_lerpmodels 2 in fitzquake to disable "all those hacks" 
Just Sharing My Enthusiasm 
Hi there, I'm new here.

I recently got interested in quake/idtech again and went from zero to this in the last couple of days

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

I'm really proud because I tried to achieve the same thing at least 10yrs ago but my comprehension was lacking then.
I learned to use blender for modeling and uv-unwrapping on youtube (DarrinLile has some great tutorials)

http://i.imgur.com/CoNfA8k.png

The model is fairly simple and the texture is just a material bake. Next step is painting the skin.
I used the mdl exporter by taniwha and arcane dimension's misc_model entity to make it show up in quake.

* Im still not sure how to properly scale and align the mdl to the floor (any advice on that?)

* Regarding animation I assume I'll set up an IK-rig, animate stuff and then export with the mdl exporter. Next I'll have to learn quakec and tell quake what to do with the stuff (Is my thinking correct here?)

* I've found no comprehensive tutorial on all of this, just scattered information all over the web. Is there like a goto tutorial for creating a monster for quake?

* Also do you guys have an irc channel to hang out at? 
Flp 
IRC chan is http://webchat.quakenet.org/ #terrafusion but it's usually fairly empty. Best to post here most of the time in my experience. 
About Scale 
What I do is importing in an existing quake model, and scale/position mine from this one.
You'll need this plugin: http://wiki.blender.org/index.php/Extensions:2.6/Py/Scripts/Import-Export/Quake_mdl 
Floor 
Is 24 units below origin.
Small boundingbox is 32 wide, large boundingbox is 64. Small to fit. 
 
Scale to fit. Man, android autocorrelation really sucks. 
 
I give up 
Lmoa 
 
Flp 
Preach had a great tutorial on the QuakExpo2008.
This link is now in use for the QuakEpo2016.
I think it is somewhere on his site now, you should take a look.
Here is a short overview I made of it, still a must have for everyone who wants to make Quake1 models.

PreachModel 
Now Available Online! 
Madfox may have forgotten that he actually helped me put this back online by filling in the gaps in my own archive of the tutorial.

https://tomeofpreach.wordpress.com/qexpo-tutorial/

The version above has bonus "annotations" where I now disagree with something I suggested in the original tutorial, so I think it's worth seeing. Nowadays it might be preferable to do everything in Blender because of the opportunity to export directly (personally I still use GMAX) so there's plenty of room for someone to better that tutorial.

Other recommended reading:
https://tomeofpreach.wordpress.com/2012/11/24/a-modelling-pipeline/ - how I make models currently
https://tomeofpreach.wordpress.com/2013/08/01/skin-maps-for-mdl-format/ - information on how skin maps work in mdl format
https://tomeofpreach.wordpress.com/2013/08/19/normals-in-mdl-format/ - mdl format has smoothing groups, get the info 
Yeah! 
In time, when I was making the screenshots I thought myself about industriously because the pages still would be on the QuakExpo site all time.

Now I'm glad they are still be conserved as there is not that much info about the subject.
I use it when I'm off line, but the one on the site is much more readable. 
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