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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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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 
Once Again 
Rather chunky, and I have no idea what the cause is.

I'm gonna say it until I sound like a broken record, it's AM2005 that's to blame for this and the backwards triangles, and the only fix is to stop using it. 
Chunks 
Right, but for what its worth, I won't compare programs.
Max3d I have on a ceracked version and it maybe more relayable than AM2005.

On the other hand I bought last one and I am more familiar with. For other purposes it has a splendid outcome.

Watch me in the early 99 internet searching for a program that uses Quake *.mdl files I bought the program. Then the extentions were not suitable, but behalve of that miscount I made fine things with it.
All I did for Quake comes from it so stopping using it will stop my Quake model contribute.

What is that Qmle version you use? 
Blast From The Past 
Ok, i'm looking for Kenneth Scott's old quakeworld skins.

I found a page here: http://web.archive.org/web/20020213221847/http://www.planetquake.com/skinforge/sf_skinz.htm

that has some of the skin images still loading but most are gone. Does anyone have the full collection? 
Never Mind 
I found the bloody things by googling "bnchskns.zip" 
Thanks For The Qme Copy Necros 
 
 
np 
Weaponmodel Oddness 
does quake render first-person weaponmodels at a slightly smaller scale than a normal model?

Looking at the nailgun model; in-game you can see the nails appearing outside the barrels of the weapon, as if they are being spawned too far to the left (or right) - this side offset is 4 units in the QuakeC - but when you check the nailgun model in QME - 4 units looks spot-on for the nails to be emitted from the correct place...

anyone know what's going on? 
 
sounds like framerate. Quake only thinks every 0.1 seconds. Would say more but my phone's buttons are tiny. 
 
could just be bad offset in qc\qme of course. 
 
sounds like framerate. Quake only thinks every 0.1 seconds. Would say more but my phone's buttons are tiny. 
Ijed 
i can't see how it can be those things. Here is a nice picture illustrating exactly what i'm on about:

http://i.imgur.com/2DWjt.jpg

It is a mystery. 
Oh And 
pretend in that picture of the model in QME that there is a helpful grid or something, but trust me it's 4 units to the side to the barrel centres, from the middle. 
 
i don't think the scale of the weaponmodel and the world is the same at all.
turn on noclip and move into a wall. you have to be nearly inside the wall before your weapon starts clipping, but if you look at the model, it's quite large and should have started clipping almost immediately.

the best you can hope for is to eyeball it. 
Yeah 
i did another test - i imported the spike mesh into the nailgun model in QME and put them side by side to compare their relative sizes in QME with their relative sizes ingame.

And yes, that seemed to prove that the weaponmodels ingame are scaled down compared to normal models.

Can anyone who knows their way around the engine find out what the scaling factor is? That would be super helpful :) 
Weapon Scale 
i think the weapons are the correct scale in the world, but they are drawn on top of everything else and don't clip into anything -- this means that, for example, you can get really close to a wall and the gun looks tiny because it sorts on top of the wall (even though physically it should be clipping through it.)

With the nails, i think the nails are actually closer than the gun, but they sort behind it so it looks like they are big and too far apart. If they were spawned lower and farther forward, they might look correct at the current lateral spread. 
Metl 
dunno about that - like necros said, the gun will clip if you noclip into the world.

also, i changed the nail spawn points to be further forward and all that, but the side problem was still clear and present. 
Perspective Trick 
I think it's possible that the misalignment is on the z axis, that the weapon model is actually several units lower than the nails are being spawned. What metl says about the weapon always being last in the draw order is what makes the image deceptive, it makes the model clip in front of the nails when the order ought to be reversed.

A good test of this theory would be to move the nailgun up by 22 units (the view offset) or launch the nails from 22 units below their current position and see if the alignment improves. 
Interesting Stuff 
 
Aha 
yes metl and preach are right - the nails are actually too high above the gun, and the sort order totally threw me off.

Also I am a retard for not reading metl's post correctly. 
Hell 
Although this is entirely unfair to Kinn:
http://www.youtube.com/watch?v=8vbd3E6tK2U 
Modelling Pipeline 
I seem to be going round in circles and I not sure what which package I should be using. I want to make a small test Q1 monster with a couple of test animation frames and I am not sure which model package / conversion tools I should be using.

I download the Qme3_1 and it seems broken in so many ways. It is handy for extracting stuff and seeing how the mdl fit together but not much use for a good workflow on creating a model.

I download gmax and preach's md3tomdl convertor and it seems like a good solution I can work with, but I have a ton of questions about what things go where. So bare with me while I ask lots of stupid questions!

I can't import a md3 model into gmax? I want to look at the structure of the md3 in gmax (what stuff goes where) and the importer does not appear in the import menu? I have downloaded the file (q3-md3.ms) but I am not sure where it is suppose to go in the gmax file structure. I tried plugins but nothing changes on the import menu.

The md3 format supports head/torso/feet layout (aka q3) but I assume q1 is a single format (all model) is this correct? Should I be building my models as one mesh?

In Gmax I create the model/uv unwrap/etc then how do I setup the animations? Do I create bones and tweak each frame? How do I store the different frames? Do you work from a T pose model first and then tweak everything? (If I had an example in gmax I could see how it works, but I can't load preach's example ogre)

Any help or pointers on what I should do would be awesome. Thanks 
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