Thanks
#1328 posted by dwere on 2016/05/24 13:32:55
I made both shotguns a long time ago, but I didn't like them, as well as my SNG concepts, so I was discouraged from continuing. A few weeks ago I dug out the shotguns and thought they were salvageable. Although the work ratio between then and now turned out to be about 30/70%.
I'm still treating UV coordinates like vanilla Quake does, so they may be a little off in GLQuake descendants, but it shouldn't be too bad.
Sock
#1329 posted by dwere on 2016/05/24 13:38:35
Yeah, I guess I could do both.
BTW, I noticed that animation frames and/or coding of the current double shotgun in AD are slightly off. It's possible to release the trigger and still see the muzzle flash without the gun actually shooting.
Double Flash, Detailed Lever
#1330 posted by dwere on 2016/05/26 01:12:01
https://drive.google.com/open?id=0B9DxOfPvG2G1aFU2VlJFc1F0ZHM
Seems excessive for MDL and Quake as a whole, but what the hell.
More Bang For The Buck
#1331 posted by sock on 2016/05/26 13:01:01
Thanks dwere for the model updates, I have added them to the next AD update. If you can mail me some credit details that would be awesome.
Baker
TrenchBroom has a full manual available from the Help menu.
Sock
#1333 posted by dwere on 2016/05/27 01:20:18
Can't think of anyone else to credit. Maybe except Winchester Repeating Arms, because I totally ripped off their 1887 model.
Unless you mean my name, but I dunno. Russian names look funny in English.
#1334 posted by dwere on 2016/05/29 01:31:21
I was doing some GLQuake skin optimizations, because the target engine is QS. Now I remember why I hate GLQuake.
Adjustments
#1335 posted by dwere on 2016/05/30 02:03:00
https://drive.google.com/open?id=0B9DxOfPvG2G1Z3pGNHVGTmF0Qkk
GL-friendly. Don't like the lever, may still try and do something with it.
Maybe Better, Dunno
#1336 posted by dwere on 2016/05/30 02:18:03
L337 Post
#1337 posted by Preach on 2016/06/01 22:35:59
If anyone is using my qmdl python module or the standalone fbxtomdl.exe converter, I recommend you trundle over to my blog and download the new versions.
https://tomeofpreach.wordpress.com/
The new versions incorporate several fixes to make exported models compatible with software-based engines, ranging from optimisations to visual corruption and even crashes! Thanks to Sock for his help in identifying the issues.
Preach
#1338 posted by mankrip on 2016/06/03 02:24:54
Can you add a fix for the skin normals?
A while back I've posted <a href="https://youtu.be/a73Z4JxKPko";this video</a> showing the problem.
Normalisation
#1339 posted by Preach on 2016/06/03 08:40:18
What tool are you using which creates models with the backwards normals? Is it the fbxtomdl tool? Because I don't have the same issues with models I create from the main library.
#1340 posted by mankrip on 2016/06/03 09:53:48
Those models aren't from me, they're from Skiffy and Capnbubs.
According to the readme, Skiffy used your MD3toMDL tool:
http://www.celephais.net/board/view_thread.php?id=61285&start=92
If the normals are backwards does that make them abnormal?
Pm To Mankrip
#1342 posted by Preach on 2016/06/03 23:20:48
Hi mankrip, can you drop me an e-mail? My address is on my profile. I wanna send you a model which you can check that the normals are correct on. If that's so, I'll need to get in touch with Skiffy and find out what's going wrong. Unless they have the pre-2013 versions of the tool which did have a bug in calculating normals...
Preach
#1343 posted by mankrip on 2016/06/04 22:27:23
E-mail sent.
Weapons
#1344 posted by dwere on 2016/06/06 12:42:30
https://drive.google.com/open?id=0B9DxOfPvG2G1akY3SXFMV3BaSkE
I'll shove everything in one archive from now on. Making two versions of every model is rather butt, maybe I should stop.
Contains recent versions of shotgun, double shotgun, and nailgun. The shotgun has a pickup model that's useless outside of mods.
By The Way
#1345 posted by dwere on 2016/06/06 16:03:39
I have a question. What are *.ms2 files generated by GLQuake?
#1346 posted by Spirit on 2016/06/06 18:55:47
Nothing anyone should ever care about anymore.
#1347 posted by ericw on 2016/06/06 19:26:07
GLQuake reorders the model into the form that it sends to OpenGL (tristrips and fans), the ms2 file is that form cached that to disk.
Both the caching-to-disk (presumably it was faster in '97 to load the file from disk than to reprocess the model) and the rearranging into tristrips/fans are useless nowadays, so no engines do this anymore.
Rant
#1348 posted by dwere on 2016/06/06 19:39:47
Okay, thanks.
I was just searching for a way to include GLQuake-optimized models with regular models in a single package that doesn't require tinkering in order to play with different engines. It was a stupid idea, but I wanted to make sure.
This situation with model skins does bad things with my motivation. I wish the habit of shifting texture coordinates died with vanilla GLQuake, but important engines retain it (while other important engines don't), and it's some sort of a standart now (just like not paying attention to garbage fullbright pixels).
#1349 posted by dwere on 2016/06/14 22:57:54
Nice..
#1350 posted by xaGe on 2016/06/15 01:38:37
Grenade launcher? Like the model.
Clarification About Rant
#1351 posted by Izhido on 2016/06/15 04:05:38
What do you mean with shifting tex coords? First time I've heard of that. Just being curious...
Izhido
#1352 posted by dwere on 2016/06/15 10:06:27
Software Quake (as well as several source ports, including darplaces, strangely enough) places tex coords between pixels. GLQuake shifts them half a pixel right and half a pixel down, placing them at the pixel centers. Elaborate detailing goes out the window. Fitzquake/Quakespasm are also affected.
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