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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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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 
Do You Use Maya? 
If so, give Lunaran a shout: he has written a maya -> .mdl tool 
Gmaximum 
The MD3 import is a pain to figure out, it's written in maxscript.

Put q3-md3.ms in D:\gmax\Scripts\Startup
Then if you click the hammer icon in the right hand panel (tab 6), then press the MAXScript button. MD3 import should then appear in the Utilities dropdown.

md3tomdl will combine multiple Q3 meshes into a single MDL file, but not very intelligently. The skin vertices of each mesh will be laid on top of each other in order to reduce down to a single skin. Similarly the animations are constructed by taking frame 1 from each mesh and combining those poses to make frame 1 of the mdl, all the frame 2s into frame 2, etc. I don't think I respected tags at all when combining either.*

If you're building your own model it makes sense to keep everything in one mesh because that's what the end product will be.

The standard way to animate in gmax is using the Skin modifier. You construct a set of bones for your mesh, then apply the skin modifier to the mesh. In the panel for the skin modifier you can add bones as controllers, assign vertices to them either by setting envelopes for the bones or by painting weights - google for "gmax skin modifier" and I'm sure a suitable tutorial will be there.

I've packaged up the latest version of the ogre, along with all the other bits of the pipeline (the skin, the batch file, the script for md3tomdl, the md3 output). It's at
http://www.btinternet.com/~chapterhonour/ogrepipe.zip
If you can't get that to load, let me know what kind of error you get and I can try to diagnose it. I expect the skin won't work straight off because gmax stores an absolute path for it...



*The problem is that you can't make the conversion more intelligent automatically. The number of decisions you need to send to the conversion tool is so great I'd spend most of the time writing a parser in C++ to read the config file. It seems smarter to write the tool in a scripting language, but I'm aborting my attempt with perl because even I find it awkward to work with and I wrote the damn thing. Python or Lua next... 
Gmax 
@Kinn, I don't have maya I only have LW9 which is too new for all the MD3 plugins to work. It does seem to connect well with Qme (3.1 version) but I prefer to try the max route for the moment.

@Preach, thanks :) That does make perfect sense now, I was wondering how you fit the ogre together. I will experiment with a single frame for the moment and see if I can the process working before attempting any proper monster model. Also is there a hotkey in gmax to bring up the UV edit screen? I can't find an easy way to get to the UV screen. 
Shortcuts 
I'm sure there's a shortcut for it, or a way to create one, there's a dialog box that lets you change all the shortcuts to your liking. Personally I just click the button on the modifier, it's not so bad. 
Broken Models 
I can't believe how anyone has the patience to create models for Q1. I created a model and UV mapped in LW 9 (I like the interface and tools) and cannot get it into Q1.

Qme (3.0 & 3.1)
LWO import only takes mesh, totally ignores all UV data.
DXF import, mesh only but format does not support UV.
3DS import, mesh only. I can't get the UV data to be accepted. It could be the shitty exporter in LW but I did get the 3DS file imported back into LW (not really a good proof format is right) I tried importing the 3ds file into gmax and mesh only.

So I am totally stumped how anyone can get any UV stuff into Qme. The package and pipeline seem broken to me.

Any hints on how other people create models with Qme? Is this why preach wrote the md3 route ignoring qme? 
 
ah ok, so this was the process you were talking about in your mail. :)

first, qme cannot accept standard uvw data.

what you would need to do is to split the mesh up the same way it is split up in your uvw.

if you could export a dxf with uvw and import it into gmax, then use a gmax md3 exporter to export an md3 which you can then use preach's converter on, you could create a mdl file with the single frame BUT with your uvw mapping preserved.

after this, you could export the rest of the frames as lwos and IMPORT (not open) them into your existing model. 
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