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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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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. 
Qexpo Tutorial 
thank you very much for the link. there's some great info there (the whole site). this saved me a lot of time searching :) especially about animation and qc.

Thanks also for the tip about the -24 unit floor height. That worked well. 
Started The Skin 
Already made some progress on the skin.

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

My UV seams are shit. I need to understand this better. Next time...

Also I've tried Krita ( https://krita.org ) for the first time. I was always looking for an opensource/linux-native photoshop alternative but I hate gimp. So far Krita works really well. 
 
flp that is really creepy! 
MDL Workflow 
I myself use the Blender mdl exporter because I love Blender. If you want to add more skins, you have to use Preach's java script. It works well but figuring out how to get the thing to run...I always forget. Something about the pyshell maybe? Or dragndrop onto the pythongui? And where in blang's dame did I install python at again...

Wish it was as easy as just having it as a little exe you dragndrop your .py file onto /<complaint>Pleaseplease<complaint>/. 
MDL Workflow For Shambler 
I use 3dsmax. I then use the snapshot tool inside 3dsmax that generates a mesh for every frame of animation. I then use Keens Batch Exporter to save each frame to an ASE file.

Then I use NeroMd3 compiler to import all the frames and save it to MD3 which I then convert to MDL using Preaches command line tool. It takes me less than 15 seconds to do all this. I love batch tools. 
Ooooooh... 
I'll have to check out that NeroMd3 compiler! I've always wanted to add more anims to the existing monsters. 
Workflow 
I'm starting again with the basics of Blender again. I'm trying to export/import mdl files but with the plug in I can't seem to handle.

Usually I make my animations in AnimationMaster and export them to 3ds, obj or dxf after first having made my most comfortable base file.
Then I import them into Qmle, and start rescaling the base skin tex to heigh 300 x */64. It's my way, as everyone has its own.

What I learned is that MeshLab is a good program to help low polymodels turn up right in Qmle. When importing a model from Q2 or 3 they are easy to controll the verts and tris to lower patterns. 
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