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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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Also 
the sprite offset stuff doesn't work at all in DP, so make sure, if your sprites animate, that they are centered in the image. 
Model Of The ... Er ... Quarter I Guess 
So yeah, not really putting out a model every week. Which isn't to say I've not been making them at that kinda rate. But I've made a few that I don't think are worth releasing, or are ready for show just yet, and had that tree project which got eaten up by technical hitches. After that I started making a series of models in a theme, more about that later.

Today though I took inspiration from the explosion effects in TF2 and tried my hand at making a particle effect, which was good practice in using all the gmax animation controls I'd learnt about for the aborted models above.
http://www.btinternet.com/~chapterhonour/embers.zip

The file contains the model and a quick test mod plus full details on how it works, but give it a quick spin and let me know what you think.

So back to the series of models I mentioned at the top. I was thinking if the best way to handle a pack like that would be to post individual models here as soon as they are working - beta quality if you like. Then I can tweak them based on any feedback offered and release the pack with all the refined versions at the end. Sound alright? 
Great Sparks! 
I noticed them only with the GL, but as closer to the wall the appearance get better.
This way it's easier to add emitters like the extra-mod.

Are you making a new pakfile with monsters like I did in The Hangar? 
Gomjabber 
Stop, Grenadetime 
Are you use you don't mean the Rocket Launcher, the mod uses stock effects on the grenade! I'm not working on any new monsters right now, mostly my new models are mapobjects (and now special effects) that other people might want to incorporate into maps. Expect a few more particle systems soon because they're quite fun to make! 
 
meant to comment earlier but forgot.

the effect looks quite good. hexen2 has a few good examples of ways to make effects out of models too, if you are looking for inspiration. 
Super-duper-multishotgun 
Got the idea from ne_ruins mod, and blocked some models. Im not really sure how to setup a camera to simulate 1st person view.

http://i.imgur.com/p091p.jpg
http://i.imgur.com/qlPcq.jpg

One is just random, and another one based on this concept http://gamersblock.net/gamefluid/wp-content/uploads/2011/05/shotgun2a_001.jpg 
 
those are pretty cool man... should try to get them skinned and such.

for positioning, just grab one of the regular gun models and export it as a dxf file. then, in your editing software, just import the dxf and match your gun to it and then get rid of it when you've got the right position. 
Well 
something like this
http://i.imgur.com/MgS2q.jpg 
Nice One 
Time for an all-shotgun Quake with single- up to eight-barreled shotguns. 
 
pretty cool, relatively hi-poly for Quake though. Compare to vanilla shotguns. 
Really Quick Hackjob 
but wizmet never fails
http://i.imgur.com/HSHTZ.jpg 
 
tripple ss is ~760 poly 
#145 
i want one!!! 
@ 147 
I fight you for it!

That looks great. 
Lightmill 
A scrag is only about 150 tris :) 
 
You don't make small maps with 200 r_speeds only because id's levels are like that. 
 
that tri-barrel looks great! i'm not a fan of the skin though. i'd rather see it match with the other guns (brown and blue metal).
nice mesh though! 
 
What my comment was trying to get at is:

If you want to use it together with the vanilla weapons, there will be a visible difference in polycount.

Maybe that is more understandable. 
Static Entity 
I made a fuel chunk, and I'm a little surprised about it's behaviour. In Qmle it appears alright, but I'm doing something wrong I think. Although its returning state looks well damaged, I ment something like its last frame would participate on the first one.

So what in Qmle looks like:
http://members.home.nl/gimli/plug.gif
shouldn't behave like:
http://members.home.nl/gimli/plog.wmv

Maybe I'm not keen with qc.


$frame 1 2 3 4 5 6 7 8 9 10 11 12 13 14

void() plug_stand1 =[ $1, plug_stand2 ]{};
void() plug_stand2 =[ $2, plug_stand3 ]{};
void() plug_stand3 =[ $3, plug_stand4 ]{};
void() plug_stand4 =[ $4, plug_stand5 ]{};
void() plug_stand5 =[ $5, plug_stand6 ]{};
void() plug_stand6 =[ $6, plug_stand7 ]{};
void() plug_stand7 =[ $7, plug_stand8 ]{};
void() plug_stand8 =[ $8, plug_stand9 ]{};
void() plug_stand9 =[ $9, plug_stand10 ]{};
void() plug_stand10 =[ $10, plug_stand1 ]{};
//void() plug_stand11 =[ $11, plug_stand12 ]{};
//void() plug_stand12 =[ $12, plug_stand13 ]{};
//void() plug_stand13 =[ $13, plug_stand1 ]{};

void() info_plug =
{
precache_model ("progs/plug.mdl");
self.solid = SOLID_BBOX;
self.movetype = MOVETYPE_NONE;

setmodel (self, "progs/plug.mdl");

setsize (self, '16 16 16', '24 24 24');
self.think = plug_stand1;
self.nextthink = time + 0.1;
};
 
 
first, i noticed you aliased the frames to numbers.
the point of aliasing is to assign a name to a frame number, so in this case, you don't need to do anything at all:
void() plug_stand1 =[ $1, plug_stand2 ]{};
becomes:
void() plug_stand1 =[ 1, plug_stand2 ]{};

but on to your actual question, this is the frame interpolation happening.
to fix this, you will need to create an animation where the gears complete a full rotation in order to get around the problem. 
Oh 
also, if you're just going to animate frames in a loop this way, you may find it easier to do this:

void() info_plug_think =
{
self.frame = self.frame + 1;
if (self.frame > 9)
self.frame = 0;
self.nextthink = time + 0.1;
};

void() info_plug =
{
precache_model ("progs/plug.mdl");
self.solid = SOLID_BBOX;
self.movetype = MOVETYPE_NONE;

setmodel (self, "progs/plug.mdl");

setsize (self, '16 16 16', '24 24 24');
self.think = info_plug_think;
self.nextthink = time + 0.1;
};


does the same thing without needing the big frame macros. 
Also.... 
if it's just going to loop forever with no state change or reaction to game events, then just make it a static entity and use a framegroup to cycle the frames. 
Quink 
I aliased the frames to numbers, because I have also a waterfall static entity.
Earlier I encountered problems when I had two of them with only framenumbers.

The shorter script gave an error in proqcc.
*** r0ta.qc:10:info_plug redeclared

@metlslime- you said earlier on Inside 3D. Still I'm such a noob I would type staticentity in the console and ask myself how.
Qmle or FimG don't support framegroups.

Maybe I should take the oppertunity to leave it this way. Frame interpolation, learned something new. 
How To Diagnose Compiler Errors 
The shorter script gave an error in proqcc.
*** r0ta.qc:10:info_plug redeclared


This error message means that the function info_plug has more than one definition. Look through your code and remove the original one, leaving just the one necros wrote.

Also if you right click on an animation in Qme there's the option to "group frames for scene". This turns the animation into a framegroup. 
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