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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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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. 
 
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 
Dwere,

Just want to throw a thanks for your efforts. I really enjoyed the new weapon improvements you made! 
 
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 
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 
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? 
My Way 
Beat way to fix it by move your object ie. g_plasma.mdl upwards.
Then export your all the frames by export multiple frames to another file.
Start a new object with import the frame you rised the g_plasma gun.
You will get a new model with a better skin file.
Import all frames back to the new model file. 
Also 
I uploaded q2mdl29b_alsoq1.zip to quaktastic/tools.
It is Quake2 modeleditor, but Quake1 also.
A bit stiffy, but a good reference in between qmle.
It might be strange, but quark4.07 was one with the first modelstudio.

I use them three when working on Q1 models. 
Stiffy?? 
English slang for an erection!! 
Your Heigh Ness 
My last convertions of models to quake1.

ncc1701
hubble 
Vwep 
@madfox, can you give me a step by step example as I'm not fully understanding what you mean. Thank you 
When I Use Merge I Get A Skinfile Included To The Original 
You had merged your g_plasmagun into the player model.

I tried the same appearance as your bj54262.png, loading player.mdl to rockrun3 and merge another weapon in.
As result I get a player with the weapon through its head, but on the skinfile I get one weaponskin extra.
In your png I see the right plasmagun skin, but there is interference with the player skin.

I can't restate the effect you result, as mine show the player with the extra merged weaponskin aside.
Can you send me the file of the g_plasmagun,mdl? 
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