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Necros 
not that I know of. But if you can download the pk3s via google, they should have the txt files with hopefully still active email addresses. 
Old Polycount Stuff 
 
thanks although without any screenshots, it'll be a long time getting through that list. maybe too long, lol. :P
i suppose i could just get every one of them and load them all up in q3 at once. o.o 
Good Site Spirit! 
I was really fond of Abe from OddWorld.
So I pasted it back to Quake1, can be a good laugh to see them ingame!

http://members.home.nl/gimli/q3q1abe.jpg 
Dragonite 
I tried the Dragonite also, but Q3 models tend to have many vertices.

http://members.home.nl/gimli/dragonit.jpg 
Abe 
Like fragging jarjar blinks. Just be sure to include a quad and rl. 
Argh! Help! 
You like php and sqlite? And Quake? I could really use some competent help with Quaddicted.com 
Necros 
what sort of models are you after? I have quite a few and can point you in the right direction.

For example, assuming you want these for quake, the Darkknight, Grimdemon and Magdalena models would fit right in and they have multiple skins you could try. 
Nitin 
what sort of models are you after?

quality ones, really. :P i dumped a handful at a time into the baseq3 folder and just cycle through them in the player setup and most of them are pretty bad or outright unusable (usually they are characters from a show or something).

but the three you mentioned are really cool and the dark knight in particular could make a nice hknight/knight variant (especially with the banners on his back).

if you know which ones are good, off the top of your head, that would be helpful. :) 
 
Thanks Spirit :) 
 
Hmmm 
after thinking about it.... it's maybe not such a great idea.

most of these would need to be re-animated anyway, and animating a split mesh is incredibly annoying because getting vertex weights down is a pain. you always forget one pair. :P

maybe q2 models instead... might be interesting to do a tech monsters vs demons or something. 
Irresistible, I Know.., 
It's hard to minimize down the triangles to Q1 standards. I searched for something to compare dxf or 3ds files, but recompiling seemed to be the only way. And it's rather timeconsuming.

1200tris-1800verts stays the limit, but some models keep that range. 
Necros 
yeah I thought those three would take your fancy :)

If you're still keen on the idea, let me know and I will go through my q3 models and skins. 
Nah 
i think i will scrap that idea for now. it seems to me to be way too much work for the results. :S

thanks though. :) 
Abe.., 
get me out of here! 
Necros 
one other thing, not all q3 models necessarily have 3 separate meshes. For more flexibility of animation, some modellers have 1 mesh and 2 hidden meshes inside the big mesh. That could solve some of your problems. 
Models 
How difficult is it to get Hexen II or Quake II-related game (e.g., Heretic II, Daikatana, etc.) models into Quake? Just asking. 
 
re: nitin
the real problem is that to preserve skinmapping, we need to actually cut the mesh itself up. this is the real issue with re-animating q3 models. (or any 3d model that uses anything more advanced than quake's planar mapping).

re: generic
original hexen2 models can be opened directly in qme. you just need to convert the skin to the quake palette so use quark4.07 to extract it in hexen2 model and then run it through photoshop or gimp and reimport the skin in qme.
for the expansion pack, something happened which makes those models not load in qme, so you have to run quark6, load the model there and then 'save as'. (don't forget to convert the skin).
for quake2, again in quark6, just do 'save as'. 
 
...so use quark4.07 to extract it in hexen2 mode and then... 
Necros 
You can animate the model first, and then cut up the skin as part of the export process. I look at exporting to .mdl like compiling to .bsp - it's something you might do often as you create something, but you don't edit the final format directly(except in limited ways). 
 
huh? if you're converting a model from md3 to mdl, you're only dealing with the exported product.
in order to do what you're saying would be re-merging all the vertices which will destroy uv information and require re-skinning it afterwards which is something i do not want to do. 
Workflow 
I would import the md3 into gmax directly, which preserves the mesh and the skin mapping. I would animate it in gmax as well. Then as required for testing, I'd export it to mdl (via a new md3 file). 
Dedicated To Negke 
Accurate Depiction Of How I Feel Each Morning 
 
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