Dragonite
#19174 posted by madfox on 2010/09/05 23:35:28
I tried the Dragonite also, but Q3 models tend to have many vertices.
http://members.home.nl/gimli/dragonit.jpg
Abe
#19175 posted by stevenaaus on 2010/09/06 00:28:08
Like fragging jarjar blinks. Just be sure to include a quad and rl.
Argh! Help!
#19176 posted by Spirit on 2010/09/06 11:59:07
You like php and sqlite? And Quake? I could really use some competent help with Quaddicted.com
Necros
#19177 posted by nitin on 2010/09/06 12:48:43
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
#19178 posted by necros on 2010/09/06 20:24:58
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. :)
#19179 posted by Spirit on 2010/09/06 20:34:18
Thanks Spirit :)
#19180 posted by necros on 2010/09/06 20:39:09
Hmmm
#19181 posted by necros on 2010/09/06 20:42:42
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..,
#19182 posted by madfox on 2010/09/07 00:12:36
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
#19183 posted by nitin on 2010/09/07 11:52:35
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
#19184 posted by necros on 2010/09/07 18:58:49
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..,
#19185 posted by madfox on 2010/09/07 19:52:00
get me out of here!
Necros
#19186 posted by nitin on 2010/09/08 12:05:30
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
#19187 posted by generic on 2010/09/08 13:50:25
How difficult is it to get Hexen II or Quake II-related game (e.g., Heretic II, Daikatana, etc.) models into Quake? Just asking.
#19188 posted by necros on 2010/09/08 20:14:34
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'.
#19189 posted by necros on 2010/09/08 20:15:44
...so use quark4.07 to extract it in hexen2 mode and then...
Necros
#19190 posted by Preach on 2010/09/08 20:56:07
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).
#19191 posted by necros on 2010/09/09 00:35:39
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
#19192 posted by Preach on 2010/09/09 01:36:49
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
#19193 posted by Spirit on 2010/09/15 12:07:25
Accurate Depiction Of How I Feel Each Morning
#19194 posted by negke on 2010/09/15 14:40:14
Especially After The Coffee
#19195 posted by negke on 2010/09/15 14:45:40
WTF - Mish Mash Mod:
#19196 posted by RickyT33 on 2010/09/15 23:16:50
http://www.youtube.com/watch?v=-5hgLLx70s8
Maybe you mostly know about this but here is a mod for Doom 2, which is meant to be a Quake 2 TC, but has some textures from Quake 1, some enemies from Quake 1 and has a cool midi-Metallica soundtrack.
Kindof awesome :)
Texture Collab?
#19197 posted by Zwiffle on 2010/09/15 23:27:25
I know we all have tons of texture sets to use, but has anyone wanted to make a texture set? Would anyone be interested in a texture set collab, maybe aiming at something like 20 additional textures to either give a theme a little more support or to start a new theme? There's always room for more texture amirite?
Mish MashMod.
#19198 posted by Shambler on 2010/09/15 23:34:13
Kinda awesome??
Kinda pile of fucking SAC.
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