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
Ah! 
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 
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 
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 
• 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 
Thanks! 
After compiling a new map with the components and using it in a fresh dirctory everything works fine.
My progs directory has got deluted somehow.
Thanks for the advice.

I tried Blender for the modelling part but this engine is so clumsy for a newbee. But it's free so I shouldn't complain.
Gmax has its efforts, but I'm stuck on the export extentions *.gmax and *.P3D. I might as well use Max3d-r4, although I can only work with it on win98. 
MD3 For GMAX 
To export to MD3 you need the "Tempest" add-on pack installed. Once you have that in place, you can install a better MD3 exporter than the default, but one step at a time... 
Pine Tree Model Pack 
Also posted on discord, I did not want to forget about this place. I've had a few people ask me about foliage, so I've posted this model pack with 3 pine tree models. All use alpha-masked skins.

Models:
https://i.imgur.com/uptT7Gc.png

In game preview:
https://i.imgur.com/RXmrcbH.gifv

Download:
http://www.quaketastic.com/files/models/pinetree_set.zip

The zip includes a short readme on how to setup the animation frames if you desire and some lighting tips. (Note in Trenchbroom because of the way interpolation works, the skin will have 'pink' pixels unless you render in Nearest interpolation. In game the skin will be masked properly by the engine.) 
Refield 
Looks incredible especially animated. Thanks for sharing. 
Cool Stuff 
Thx a lot!! 
Great! 
Makes me to reconvert my Q1Treez with transparant layers. 
 
nice additions! 
Really Awesome Trees Man! 
I hope these get put to good use :) 
 
Is there any reason to not go crazy using models? Any performance or other technical issues? Redfield's trees led me down the rabbit hole of Quake models plus I've been wanting to make use of foliage for a while now. 
 
There were reasons about a decade ago, but in 2019, there are none. 
Well 
There's still the lighting issue, models don't get lightmaps, they just sample the light value of the surface under their center, so depending on context they will look out of places with the rest of the lightmapped brushwork. Would use them alot more otherwise.
These pine trees are pretty cool though, and the animation is obviously only possible with models, but they work cause it's dark ambient lighting. If you had very directional lighting they could look quite weird.
Pritchard is doing some cool stuff with palm trees and having them as brushes really helps integrated them into the level. 
@1602 
Is there any reason to not go crazy using models?

It depends. In terms of raw polycount, not really. If you had, say, a forest of animated trees, then you'd see a perf hit, mostly from the vertex animation. The transparency might be a bit of a hit as well.

It would be rather difficult to get nice model lighting using qbsp. You'd basically want to bake all that onto the texture and account for the uniform shading.

You have more flexibility with q3map2 since models can lightmapped or vertex lit (using the lightgrid) on a per-model basis. both methods can looks great. 
Decent Foliage Lighting 
There's some chat about this very issue in the quake engine wishlist thread here:
http://www.celephais.net/board/view_thread.php?id=61737 
 
Doesn't FTE already use vertex lighting on models?

Of course i could be wrong, but there is a "vertex" mode in the lightning menu/options. 
 
Would anyone happen to know if this model has ever been released?

https://www.youtube.com/watch?v=LTE_9TXY51E 
Forccefield Riv. 
I would like some advice for this model.
I am tweaking with the framespeed of the forcefield static.
I added a {self.nextthink = time + 0.01;}; option to the frames,
as I thought the framerate is too slow.
Now I'm not sure if it works allright, as I've seen it switching from end to start.

Also I'm searching for an option to toggle the static.
Now it is coded as killtartget, but I would like the toggle option more.

screeny
forcefield 
#1609 
Why using tons of triangles instead of alphamasked textures?

An alphamasked MDL can do the trick of morph-target animating tons of pseudo-particles using only a few triangles. You can even combine it with skin animation. 
Yes 
I'm using it for an old mod and I'm not costumed to alpha channels.
Once made a lightning static with an alpha and a sprite.

I thought combining it with an alpha mask could enhanced it, but was not sure how to do it.
I saw the Pine trees from Redfield, but was tricked with the alpha thingy. 
 
not sure how to do it.
Just paint the transparent areas of the skin with the color index 255.

Some engines also requires a special pointless flag to be set in the model. 
Mankrip 
Backwards compatibility isn't pointless. 
< ~ // ... 
Using a func_illusion, added the texture after skip brush results in this.

Working with alpha's make use of *.tif and *.psd. And that are not the usual import values for qmle. Bmp won't work so I don't know what it is. 
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.