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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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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. 
 
OK, so I downloaded QMe but I can't install it on Windows 7. The installer tells me it's not compatible with this version of windows and my dog is ugly and some other things.

I tried setting compatibility mode to Windows 95 but it sees through that ruse.

How do you install QMe on a modern computer? 
I'd Like 
To know that as well...

I've heard that you can install it on an older machine, then just copy across the files. 
 
that must be it, because i have qme working on win7 here.

here's qme pre-installed: http://necros.slipgateconstruct.com/temp/qME.7z 
Madfox: 
This is the recipe for what you want:

void() info_plug =
{
precache_model ("progs/plug.mdl");
setmodel (self, "progs/plug.mdl");
makestatic (self);
};


This will implicitly set it to frame "0", which, if you use a framegroup, will actually loop through all frames in the group on the client.

The only downside to this is that the object is not solid, but you can put a clip brush there if you want.

To make a framegroup in QME, right-click on the "scene" in the frame list, and choose "group frames for scene", The camcoreder icon will change and now be a camcorder with a tiny clock on it. This will now look like a single "frame" for quakec, and if it's the first thing in the file will be frame number 0. 
 
Thanks necros, that works! 
Yes 
I had three scripts for models, but I'm surprised there are so many different ways to do it.

The second script indeed was my typo, as Preach suggested.
But the last one from metslime really does the job. Thanks!

I think my perception still tends to cinamatics than the maths of quakeframes.
I made an new animation with the weels turning round, but I remain with the outcome of a returning, blocking wheel.

Ah, my praxinosopic tention. 
 
even with the full revolution of the gear, it still jumps?

hm.. well, you can see about adding it to fitzquake's nolerp list (which i think all FQ variants have) but apart from that, not sure what else to do. :\ 
Bumpy Wheels 
I already gave up, when I tried in Quark4.7 for a quick try in Quake, and then it runs on.

Have a look for yourself, I think I strayed.

http://members.home.nl/gimli/plug.zip 
 
well, you didn't actually do what i said. you need to make the gears do a full rotation, that should fix the jumping problem. 
Yes, I Husselt Them 
A few moments later I realized I posted the wrong plug. Sorry for that, I corrected it, so the same link has now the round turning one.

As I see it in game, it looks as if it takes the first 9 frames, and then just jumps to 0, insyead if 10. 
 
that's the same thing as before..?

when i say 'full rotation', i mean 360 degrees around. you need to animate the gear so that it rotates 360 degrees. right now, you have it rotating only a few degrees. 
Btw 
for future reference, you would want to do this even if you were not getting any problems with interpolating because you would see a very obvious jump on the skin of the gear as it reset to the first frame.
right now, it is not very apparent because it is still using the wireframe skin. 
Hey 
Did it double wrong, indeed.

I kept trying untill I saw it was just the animation, not the qc.
Now the link is right.

I thought to be snappy and delete all even files which became a mesh.
It rolls fine now, thanks for the hints! 
Problem 
Now I expect the problem is just that you haven't updated your QC code to use frames 0-23, and so you're still resetting the animation when it gets to 10. Make that change in necros code and you'll be set.

Otherwise you could right click the animation in QMe and select "Group Frames for Scene", then use metlslime's code.

Finally you might want to look for backwards faces on your model. The wheel rims, gas cylinder and some of the bolts are all inside out and need you to flip their triangles around.

(Needless to say this is a really cool model which is I imagine while we're all so keen to pitch in about it!) 
Right 
I've got it rolling now.
Always with code, tempts to get so messy.

How do I see those backwards facing.
After importing I have to patch all vertices, otherwise they are empty space in game. Same goes for texture.

A good thing is I can give a static entity angles, which before needed turning round the model. 
Backfacing 
You can try to spot backfacing triangles by just rotating the model around lots and seeing which parts move strangely. But the easiest way to do it is select this option from the toolbar in QMe:

http://www.btinternet.com/~chapterhonour/backface.png

When you turn on the "Triangle back sides shown" option, the model looks like this

http://www.btinternet.com/~chapterhonour/backs2.png

So it's easy to see which are backwards.

Please think about using a modelling program that doesn't break your model so much when you export it! The learning cost of using something like gmax will easily be repaid by the amount of time saved on this type of glitch. 
Animaton Master 
Thanks Preach.

I have Gmax installed, but haven't use it much, as much further than converting I don't come.

Models I design in AM2005, and from there I can export to *.3DS, *.PLY and *.AV2.
So I usually take 3DS, and I don't know where the vertices count go when I import and export a Quake model.

Let's say I take the quake player.
Converting it to 3DS QMLE tells me it has 212 verts and 408 tris.
If I import this 3DS in AM2005 and export it back, it has 203 verts and 704 tris.

Rather chunky, and I have no idea what the cause is.
I did the same with MAx3D but then the count stays the same.
For some reason all vertices are almost twice as high, although I don't see more triangles.

The version of QMLE I use is the lightversion 3.
So I was looking for the radiobutton that wasn't there.
Did you buy the commercial version?
Or is the same one to be downloaded somewhere?

http://members.home.nl/gimli/qmle.jpg 
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