Madfox
#1569 posted by mankrip on 2018/05/28 02:55:30
Which QC file are you compiling?
oldogre.qc:
void() xogre_die15 =[ $death15, xogre_die15 ] { /*self.skin = 2;*/};
void() xogre_dieb10 =[ $bdeath10, xogre_dieb10 ] { /*self.skin = 2;*/ };
XOGRE.QC:
void() xogre_die15 =[ $death15, xogre_die15 ] {self.skin = 2;};
void() xogre_dieb10 =[ $bdeath10, xogre_dieb10 ] {self.skin = 2;};
Skin 2 doesn't exist in the model.
Madfox
#1570 posted by Qmaster on 2018/05/28 04:38:42
What engine are you using? Most default to skin 0 if a number other than what exists is used (unless you are on an old version of Quakespasm).
Slush Fox
#1571 posted by madfox on 2018/05/28 16:58:16
Oh, I'm a fool. I was so in my element with the discovery that I could include a second skin in the death frame, that I put it in this code.
Later I completely forgot what it was needed for and it crept into it.
Of course it was the cause of this pale end stautus.
And yes, I use xogre.qc and am working in fitzquake085.
Thanks for this reprimand, I can die of primer.
I am using the shielding code in another model, the Star-Track version of the Borg. It is quite a mess because it is encapsulated in the Rubicon code.
And there is a lot I do not need. In addition, I also want to give the Borg an adapted status, something of <100health> 200 health "Borg gets adapted".
And now a shield code for nails and grenades is not that bad, but the gunshot in particular is a trickier case. This is not "substentative", so I've still a very kinky case with it.
Thanks Mankrip & Qmaster for the advice,
I am a bad peanut!:P
Making A Monster Model...
#1572 posted by Redfield on 2018/06/25 05:14:21
Well progress on my map/mod has been slow and depressing, but I have spent a lot of time in Blender. You can see some screens showing the progress of a new monster, from my quick concept sketch to in game. Its a 'wraith' like monster thing. And no, there is no code yet:
Sketch: https://i.imgur.com/21BdNVR.png
Model: https://i.imgur.com/Ysg8KTD.jpg
Screenshot: https://i.imgur.com/Mi57D15.jpg
Also, I made a time-lapse video of the monster being made. Its full of silly mistakes (that I even annotated), and has cool electronic music. There is some neat stuff to see though including how I applied alpha masking to portions of the model.
Video here:
https://www.youtube.com/watch?v=TjSN3kdttyQ&feature=youtu.be
Cheers!
#1573 posted by Baker on 2018/06/25 06:09:06
That looks like a great start ... and I'm not even surprised.
But now you have to animate it, hahaha :D
Cool Stuff
#1574 posted by killpixel on 2018/06/25 06:16:43
enjoyed the timelapse too
Redfield
Looking good and really amazing to see your process, especially in Blender which is still unreachable for me.
Question about one of the textures in the in-game screenshot. There's an arch on the right and a large cube closer to the Wraith. Is that a wad of yours or something available? I am trying to make a texture with similar colors. Would love to see this as a reference.
Ooh Castle!!
#1576 posted by Qmaster on 2018/06/25 13:39:37
Wraith thing is fine. Like the look you have going.
@dumptruck
#1577 posted by Redfield on 2018/06/25 17:27:58
I linked you to a few samples from my textures set on discord.
Alpha Masked Models
#1579 posted by Qmaster on 2019/01/21 04:03:09
Alpha-masked models need a flag set in their properties. This can be done in QME 3.1.2 in the By Number tab of the Flags tab in the model properties window. You must use flag 0x00004000 (MF_HOLEY). DO NOT USE 0x40000000 as the QS readme specified.
Putting this here for reference.
Entity Position
#1580 posted by madfox on 2019/01/25 03:30:32
I am trying to understand the model positioning.
When I have a model.mdl that is coded to be set on
setsize (self, '-16 -16 -24', '16 16 40');
and I use a model that is in QMle on the groundplane
I see in game a model hanging in the sky.
I load the model in Quark and see that it stands on the groundplane.
When I lower it untill it is halfway down this groundplane the model appears well in game.
I'm asking this because I get some errors using selfmade models in game when using teleporters.
The most seem to teleport in the ceiling, no matter how low I place them.
Note the map uses lots of small corridors. (128)
#1581 posted by metlslime on 2019/01/25 07:31:11
i don't have qME installed so i can't check, but i believe each model has a setting that puts a vertical offset on the model. Maybe it's called "eye height" or something? If you check other models like the grunt you should see it, perhaps this is something you need to set on your model.
Well..,
#1582 posted by madfox on 2019/01/25 09:57:17
It's just the funny thing ID models fit well in Qmle's groundplane.
When I place my own models in Qmle they always drop down.
And only logical as it is -16 -16 -24'.
The groundplane is based on -24.
Yes It's That
#1583 posted by Kinn on 2019/01/25 10:37:40
the .mdl file has a vector field known generally as "eye position".
This vector is a bit of a red herring because it is ignored by the quake engine. However, QME does use it to offset the position of the model as seen in its viewer.
The only use of this as far as I can tell, is when you want the origin of an entity to coincide somewhat in the middle of its visual model, but you also want the model to appear offset, relative to the groundplane, when viewing in the model editor.
So for a monster, the monster entity "origin" could be in its belly for example, but in QME, instead of seeing the groundplane cutting through its belly, it uses this extra offset to raise it up just enough so that its feet are on the groundplane.
Smashed Window!
#1584 posted by madfox on 2019/03/17 03:05:17
I modelled a smashed window1_2 texture, sorry for that.
With some patience you can make your own shatters.
I could animate it, that would be a nice effect.
So far I threw in my own window. :P
shattered
download
Madfox
...that's a really impressive attention to detail.
Func_glass
#1586 posted by madfox on 2019/03/17 12:55:28
Inside a wall it looks great without the shatters, but with a transparant glass texture.
Also the possibilities to extend it to func_breakable, using the shatters as gibs and climb through.
Merging Models
#1587 posted by madfox on 2019/05/27 02:48:49
I have a model.mdl and a weapon.mdl.
Usually I can merge the weapon.mdl into the model.mdl and manage it on the right place.
This goes for models with a single sided skinfile, ie. no vertice parts behind eachother.
Result is that the weapon skin ends up aside the original skinfile. Fine.
Now I have this model that uses a skinfile without the mirror side, it uses a UV filter.
So when I try to merge the weapon.mdl the skin part splits up the original skinfile and ruins it.
With great patience I reordered the base file back to a new skinfile, but end up with a model that looses vertices.
Is there another way to add a weapon.mdl to a model.mdl? Without crunching the skinfile.
Several Md3 Files Into One Mdl
#1588 posted by madfox on 2019/06/07 23:14:34
What is the easiest way to combine the several md3 model parts together in one mdl?
md3tomdl uses a txt file for python, but its use is only one md3 file.
Me stupid donkey won't concern to export every single frame to a dxf, and then merge it into the other.
But old qmle has a way to merge only one mdl into the whole frame set.
So if I'm right I will export 180 frames of the head.mdl to dxf to import into 180 dxf files of the upper.mdl for another 180 dxf files of the lower.mdl into the converted frames of the combined head/upper single frames.
Then rearange the merged file to the already fixed model for a fitted look.
Finally I can import them all in one mdl file.
I know it sounds a bit hillarious, but by that time I think my skinfile as my patience is ruined. :P
That's because I end up with three md3 files that need to be merged into one mdl file.
I've done it once with the Q3 skeleton, but I'm wondering if there isn't a simpeler way.
Combining MD3s
#1589 posted by Preach on 2019/06/07 23:46:57
Hi Madfox. I'd say this is a task that GMAX is very suited for. With the Quake 3 bits installed I recall that it has the native ability to match up tags. Once you've merged the models in the editor & lined up the animations how you want, you can export them as a single MD3 file and use md3tomdl from there.
Blender is probably capable of doing the same things, although you'd have more manual work lining everything up there.
Ah!
#1590 posted by madfox on 2019/06/08 04:54:49
Thanks for the hint, I have Gmax, but I considder it a big jump.
It gives me the same result as QMLE.
When I import a file it goes along the whole animation for hundred of frames.
I think I'm too stupid to use the manual. It all reclares on instant files of animations. So I have to take the track of starting from zero.
Also I'm a bit concerned I loose the skinfile on the way. My knowledge is rather poor and I'm so keen on old Qmle and Quark4.07.
It shouldn't be that big deal to write a script that joins these seperated md3 files?
Anyway I'm already sofar I installed Python32 to use the Qmle-v0.6. (readme says v0.5)
I thought it was the same python that comes with Quark, me fool, took me years to discover.
The Python Image Library, the Pillow fork only goes for Python2.4. Learned something again.
Here is what I wrenched out of three md3 files with QME v3.0 and Quark4.07.
It's a hell of a job and I think I lossse my relegion.
But resistance is futile.
:P
Decisions
#1591 posted by Preach on 2019/06/08 16:29:11
The problem is that each step of the merging requires you to make decisions about how to perform the merge:
When you're merging the skin file, how do you want to combine the pieces into a single image? Do you want to shrink some parts down, can you rotate them to fit?
Similarly, when you're combining the animations of a torso/legs model, the two sets of animations are independent, so you need to decide if you want the idle animation or running animation for the legs to go with the firing animation from the body.
It ends up being too many decisions to handle properly in a script - there's no sensible default answer to each question.
Tessla Coil
#1592 posted by madfox on 2019/06/08 23:10:00
I've got another question that is rather obvious.
I made a tessla coil with a lightning bold instruction on
classname info_notnull
use CastLightning
enemy 1
When I made the map in 2013 everything went well.
Now I want to use this static entity again, but I'm left with a dark line that seems to be a changed lightning bold.
I tried the same mapfile in the pack, used different older compilers and engines but the results stay the same dark line in stead of a bright bold.
Strange enough the bsp in the pack gives a bright one.
Couple Of Suggestions
#1593 posted by Preach on 2019/06/09 13:38:55
• The lightning bolt models are progs/bolt.mdl, progs/bolt2.mdl and progs/bolt3.mdl. I think that shambler lightning uses the first one. Look in your mod directory and check you don't have a modified version of the model anywhere
• Test different engines and see if they have the same problem or not
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