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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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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. 
*.bhv For Blender 
Where I'm leaning at are the so called *.bhv files that can be imported in Blender. It are drawn movements of easy animations and free downloaded at animation street site.

I'm searching a way to translate these to a model, but it is a rather complicated way to attache the drawn animation to a model.

If it would succeed it would be a practic way to add new poses to a model. 
Ie 
I ment *.bvh files. 
There's An Easier Way 
Import your animations in Blender, make sure to assign the material on it:

1) Go into edit mode on your mesh, and on the properties section click the button with a sphere (Materials)

2) Click the + button near the top to create a new material, then click the assign button to apply it to your mesh.

3) Still in properties, click the checkerboard button next to the sphere (Textures), and scroll the control back up to the top.

4) Click the + New button to add a new texture to your material.

5) Scroll down to Image, and click the picture image. A list of images appears, pick your g_infg.bmp image from the list.

6) Scroll even further down to Mapping, and click the button right of "Map:", then select your mesh to import its UV map (there's usually just one choice).

Then export to .MD3, and then use Preach's tool to convert to .mdl https://tomeofpreach.wordpress.com/2014/08/26/md3tomdl-0-4-released/

Finally open the model in QME. If your texture is messy, just import it in there, and save your model. 
@Daya 
You're assuming his Blender is set to Internal Renderer. If, like me, you only ever use Cycles, you will need to change the dropdown at the center of your files tab (usually very top bar in default blender layout) before you will be able to follow Daya's explanation. 
Daya 
I wish I could follow your edit way, but for now I only can import a single 3ds file into blender.

This is the base file, all add on files clip the first one so I don't see a way to import a cycle of files. 
Shotcyclin' 
Compiling A PAK With All The Remakes 
I'd like to collect all the good quality remakes of Quake models that are compatible with vanilla and put them into one PAK. They should also be appropriately licensed so I am allowed to release this collection, naturally with appropriate credit to the original authors.

I currently have the new knight model and the very recent shambler model to put into this collection. What other models could I add? Vanilla Quake only, please.

I'll release this compilation via Quaketastic once you've answered my question. And I'll update it later if new models are released that I can add into it.

It's nice to have one pak you can just drop into the data directories you want, if for example you want to keep your original Quake files unmodified. 
Primal 
There are a bunch of remade models in the Makaqu engine's PAK10.PAK file.

And there's also the dog and the grunt from capnbubs. 
Also The Player/Ranger From The Same Guy 
 
I Found A Collection 
I found a collection of several models compiled into one package by user NightFright on QuakeOne forums. It doesn't include the new Shambler, since the pack was created last year, but does have player, grunt, rottweiler, knight and rotfish models, and also a knight statue thing for the Mission Pack with the knight statues. (I can't tell them apart anymore. Maybe I should replay them.)

http://quakeone.com/forums/quake-mod-releases/works-progress/9573-authentic-model-improvement-47.html#post157901

The package is at Quaketastic:

http://www.quaketastic.com/files/models/auth_mdl11.zip

The parent directory has something weird going on. It is

http://www.quaketastic.com/files/models/

and when I try to look at it, it just gives me a file whose entire contents are apparently this text:

TAh....Who dey waba

This isn't how other directories at Quaketastic work. It's a bit weird to say the least. And it does mean I cannot upload an updated version into that directory.

I couldn't locate any recent versions of Makaqu to have a look at its models.

I will add the new shambler model to this package and release the result in a similar format soon. I don't have an account on QuakeOne forums, but I could see that NightFright hasn't been active there for several months. So, it's easier to make my own version rather than try to contact him and ask for an update.

I'll just have to write a readme with appropriate credits, and I'll post an update here. I'll put a preliminary version up on my Dropbox and the nask you folks where I can upload it permanently, because of that thing with the Quaketastic models directory.

(Update probably tomorrow.) 
Primal 
Mankrip 
Thanks. Should have looked more carefully. 
Reporting Progress 
I'm now done texturing my little model

http://i.imgur.com/rrM3DdG.png

This work is really hard. I've learned a couple of things that I might do different with the next model.

1. To start with a concept. Not having any idea what I am going for lead to me staring at the blank texture not knowing how to proceed too often.
2. Work on the whole texture all at once. I did single parts. Then detailed them. Then I was afraid to touch these parts again avoiding major changes.
3. Make better seams. I'm not sure how I will do it but hiding these seams was a horrible task. This probably goes with *1 because if there is a concept I might know spots where it might be easier to hide the seams beforehand.
4. Closely watch the color range I use. I've found myself in not utilizing the full range of brightness values. I confined myself to the upper half. When exporting to quake the whole thing looked off and too bright. Had to use filters to fix it in the end.

Up next is animation. I haven't done this before so this might take a while. I plan stick to the original dog monster (regarding ai and animation) just to get it done while not overestimating my abilities.

PS: I discovered a neat website called sketchfab. It allows you to share modeling work in 3d. Animation is possible too.

https://skfb.ly/KSDT 
 
Looks like some kind of mount! 
 
That's very Hexen II-ish. I'm curious about how the animations will turn out. It looks well done. 
 
Looks like it needs another face on its buitt and it moves by tumbling end over end. 
 
buitt = butt 
Model Paks For Vanilla Quake And Rogue MP2 
Hey everyone. I had a weekend and did stuff.

I also made a model collection for myself to use with vanilla Quake the Rogue Mission Pack 2 (Dissolution of Eternity), based on a model collection by NightFright to which I added Skiffy's Shambler model.

This is a link to the zip in my Dropbox. This isn't a permanent link.

https://www.dropbox.com/s/yo98meyxvgrj574/auth_mdl_p12.zip?dl=0

Let me know if this is useful thing to share with others in the current format. I'll do so, and upload them somewhere permanently if anyone else is interested in it.

Let me also know if there are any mistakes or problems in the file, or you have some changes to suggest. THere is a readme inside.

I decided to not add any models from Makaqu after looking at them. I wanted to keep my package monster and player models only, and I like the ones in the NightFright's collection best. I used the zip format because it's not a large file and almost everyone can unzip it without any special software.

So, gimme feedback please! And tell me if there is another place than Quaketastic that I could upload the zip file to. Otherwise that is where I will put it, if anyone says I should do share it with others. I hope it would be useful to others too. 
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