#1484 posted by mankrip on 2016/10/18 18:24:39
7-Zip can often open the contents of some installers, if you right-click and go to "7-zip->Open archive...".
#1485 posted by PRITCHARD on 2016/10/18 23:31:19
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
#1486 posted by dwere on 2016/10/21 09:33:29
Looks Good!
#1487 posted by PRITCHARD on 2016/10/21 11:20:10
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
#1489 posted by Theon on 2016/10/23 01:29:31
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
#1490 posted by Baker on 2016/10/23 03:40:18
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
#1491 posted by Theon on 2016/10/23 03:57:35
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
#1492 posted by Theon on 2016/10/23 04:07:15
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.
#1493 posted by Baker on 2016/10/23 04:15:40
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
#1494 posted by Theon on 2016/10/23 04:25:40
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.
#1495 posted by Baker on 2016/10/23 04:30:47
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?
#1496 posted by Mugwump on 2016/10/23 04:43:04
In the future I may need to do this kind of stuff but I intend to map primarily for AD.
#1497 posted by Theon on 2016/10/23 05:13:56
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
#1498 posted by Mugwump on 2016/10/23 05:36:06
I see the TB add-on you linked is for TB1. You're not using TB2?
#1499 posted by Baker on 2016/10/23 05:54:40
@mugwup see line #222 in the ad_v1_42_readme.txt
Thanks Baker
#1500 posted by Mugwump on 2016/10/23 06:04:53
Mugwump
#1501 posted by muk on 2016/10/23 09:29:19
line 582 might interest you too.
@Mugwump
#1502 posted by Theon on 2016/10/23 19:34:25
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.
#1503 posted by Baker on 2016/10/23 20:58:34
If you connected to #Terrafusion on QuakeNet (IRC) I suspect that these things that take you hours to figure out would instead take minutes or seconds because it is real time chat and anyone there has either made 10 maps or played 200 of them.
#Terrafusion was always the IRC home of the mappers that live here.
Weapon Improvements
#1504 posted by mjb on 2016/11/20 05:51:53
Dwere,
Just want to throw a thanks for your efforts. I really enjoyed the new weapon improvements you made!
#1505 posted by dwere on 2016/11/25 10:20:03
Thank you, and you're welcome.
I just emailed spirit with an updated installed for QME so that it will install on more modern machines.
That was one frustrating 3 hour rabbit hole.
Treasureware
#1507 posted by madfox on 2016/11/29 22:55:23
Could it be that modern engines (win7) disturb older programms (qmle) to work properly?
IMHO now I understand a bit why my Abe'sOddWorld wouldn't play
on OS while it went fine on OSX, I blamed the program.
This after trying Wally, Texmex and QME with Win7 and WinXp,
older programs work best on what they were made for.
Vwep
#1508 posted by c0burn on 2016/12/02 22:33:34
So - I have the standard player.mdl, and a g_plasma.mdl, and I got into qme, and merge the g_plasma.mdl into player.mdl because I was to animate it on the quakeguy. The vertices get all fecked up, like so:
[url]http://i.imgur.com/oLYGSfN.png[/url]
[url]http://i.imgur.com/bJ54262.png[/url]
How do I fix this? What other ways of doing this are there? How did other people do it?
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