News | Forum | People | FAQ | Links | Search | Register | Log in
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".
First | Previous | Next | Last
The Lite Version Says It Has Restrictions Though? 
 
@dwere 
These new weapon models are great! Not really a fan of the new g_rock (grenade item model) but oh well.

I'll start making new skins for the Mispack2 (rogue) weapons unless you've already started to. 
Thanks 
Folks at Quakeone already made alternative skins for both mission packs. I still want to make my own versions, eventually, but I haven't started yet.

Not really a fan of the new g_rock (grenade item model) but oh well.

I just didn't know what to do with the old design to make it appealing to me, so I started from scratch (not counting a little bit of Q3 for inspiration). 
It's All In The Retro 
I ran the installer in my '98 VM and it went through fine, then I ran the patch so now it says it's 3.1 preview 2. Am I allowed to post a link here? I zipped up the results and I can upload them somewhere if you're still interested Qmaster.

If I were to upload it, what would be a good file host that isn't likely to serve ads or dissappear in the near future. I noticed the http://www.quaketastic.com/ link at the top of Screenshots and Betas, would that be alright? 
Yes Please, Quaketastic Is Fine 
 
 
 
7-Zip can often open the contents of some installers, if you right-click and go to "7-zip->Open archive...". 
 
Unfortunately the version of the installer I've found "Cannot be opened as an archive". Regardless, there's a link to a fully patched installation in the post above yours so i'm not sure we need to worry too much now. 
Not Sure If OK 
Looks Good! 
The handle looks a bit out of place. That's all I have to say, I'm not a model or texture artist. 
Cool 
 
Importing An .mdl 
Extremely newb question:

How do I add a custom (static) entity to a map?
I've made a model:
http://67.media.tumblr.com/5437614355495b387dea15a1ea6e3b18/tumblr_ofgk3urXGE1usc8qto1_1280.png

And I got an add-on for Blender which exports to .mdl (seemed to work).
However, I have no idea have to add a custom entity to a map editor.
I tried TrenchBroom, because it seemed the most intuitive, but although I could see a list of entities, I saw no option to add any.

Sorry for asking what is probably a dumb question,
Help is much appreciated. 
One Way 
Quoth:

"classname" "mapobject_custom"
"model" "progs/yourmodel.mdl"
"spawnflags" "1" // Makes it static

https://www.quaddicted.com/webarchive/kell.quaddicted.com/quoth/quoth_tutorial.html#mapobject_custom 
Dumb As Bread 
Thanks for the reply Baker,

I'll try Quoth if I can't get it to work through TrenchBroom.

I found this TB addon, however:
http://leray.proboards.com/thread/3653/add-custom-models-trenchbroom-1

There's not much of an explanation, but the script format (in the def file) looks like this:

@PointClass base(Models) model(":progs/models@bits2@banner@tris.mdl") size(-16 -16 0, 16 16 52) = models@bits2@banner@tris : "" []

So, I thought I could try simply substituting the file path to that of my own.
Loading the def file in TB allows me to place an entity named after my file (just an empty cube), but loading up the map (in Quakespasm) I can't find any model.

(Also, what's up with the @'s in the file paths? Some python convention?) 
Well Fuk 
Tried adding a couple of entities from the normal ID1 def file (with 3D previews in TB and everything), but none of them would show in-game. 
 
You should probably ask map editor questions in the thread for that map editor.

I could tell you how to add a entity to a map, but knowing how to use your map editor of choice is something you have to bring to the party. 
Sorry 
Yeah, I wasn't sure this was the appropriate place to ask.

>I could tell you how to add a entity to a map
I'll try your way if you'd be willing to share?

I just want to see if I can have my model rendered in Quake, nothing more complex. 
 
If you want to do that and do it fast, use Pakscape to open quake\id1\pak0.pak and delete g_rock.mdl (make a copy of your pak)

Then put your model (renaming it) as quake\id1\progs\g_rock.mdl (make the progs folder).

Start Quake, load dm6 and go to where the grenade launcher would be.

That would be the fastest way to do what you want. 
Only In Quoth? 
In the future I may need to do this kind of stuff but I intend to map primarily for AD. 
 
Thanks a lot, Baker!
I'll try that!

@Mugwump
I was trying to edit the AD start.map in TB, without luck. I'm certain I'm just doing something remarkably stupid, though. 
Theon 
I see the TB add-on you linked is for TB1. You're not using TB2? 
 
@mugwup see line #222 in the ad_v1_42_readme.txt 
Thanks Baker 
 
Mugwump 
line 582 might interest you too. 
@Mugwump 
Yeah, I was using TB2, but hoped that it wouldn't be all that different. The addon seems to work (at leats it adds entity boxes to the entity browser).

Haven't been able to find any other tutorial...

Which makes me wonder:
How did all you Quake mappers even figure these things out? Back in the day, it must have been an insane puzzle to figure out on your own, but even today there doesn't seem to be much in the way of documentation and tutorials on how to use the map tools online.
Perhaps my google-fu is just weak, but I'm quite impressed with you all. Especially if you made maps through 2D views(!).

Also,
@Baker
Found this in the AD readme:
"Mappers : The editor .def and .fgd files supplied with this MOD require
: the worldspawn entity to have "no_item_offset" set to 1"

Yeah, I suppose I should've just tried a vanilla Quake map. Thanks for pointing this out. 
First | Previous | Next | Last
You must be logged in to post in this thread.
Website copyright © 2002-2024 John Fitzgibbons. All posts are copyright their respective authors.