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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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Skinsize 
The ID skins are bad examples to follow, as they were created before graphics accelerators existed. Graphics cards expect power-of-2 skin sizes. The way that GLquake copes with this is to rescale all the skins to the nearest power-of-2 size first, which causes some distortion/smearing.

Fitzquake does the more sensible thing and pads the skin with blank space to increase its size to the next power-of-2, but that's still a waste of texture memory you could have used for your own skin. So stick to the standard powers-of-2 approach for best quality.

Footnote: DOSquake has an extra restriction on skins, that they can't be more than 200 pixels high (although they can be as wide as you like). Since that would constrain you to 128 height, I'd advise just not caring that DOSquake can't load the file, I don't think it's bothered anyone else this side of the millenium... 
Madfox 
external model textures go in the progs directory. make sure the engine you use supports external model textures, of course. 
FYI 
If you are using noesis for model conversion, I found that if you have UV points on the edge of the skin they are corrupted when converting to Q1 MDL format. I have tried to contact the author to see if the program can be changed but not much luck. 
 
speaking of edges on the skin, and someone please correct me if i'm wrong:
make sure the top left pixel of the skin texture is not a colour that is used on the visible parts of the skin itself or black.
some engines replace the colour of the pixel in the top left corner with black and every other pixel that shared that colour.

or something like that. 
Yup 
It's like a bucket fill in 'paint', replaces the top left corner and all the pixels of the same colour which form a contiguous block. This has caused me a great deal of pain trying to figure out why a model I rendered with a single-colour skin was coming out solid black... 
HR Resolution On Models 
I can't make it fit. I have the HR texture pak in ID1/textures and the brushes appear well in Fitzquake085.

Now I have the model.mdl that I want to give a high resolution texture.
First of all the skinfile in QMLE is bound to 480x126 and 256 colours and named model.bmp.
I'm looking for a way to add the HR skinfile.

Placing the same skinfile on 16M colours in the texture directory won't help as I keep getting the old 256 skinfile.
I can change the name to model.mdl_0.tga with no effect

I can't change that as my knowhow of Max Gmax doesn't supply.
RTFM won't help a lot as I tried all I could.

What am I dong wrong? 
 
read post 304 again, model replacement textures go in the progs directory.
model.mdl_0.tga is the correct naming convention. 
Wait 
Let's explain more,
C:\Quake\ID1\textures is my HR dir, I changed it into
C:\Quake\ID1\progs\model.mdl_0.tga with all other HR tex.
My model.mdl is in C:\Quake\TmpQuark\progs with the progs.dat

In Quark6.3 I can go into game with the normal HR brushes but the model itself stays in the same 256 mode.

I know I'm going astray somewhere, but this problem holds me for a long time now. 
 
first, if you're working in a mod directory, you should put all your assets into that directory. you should never be adding mod assets into the id1 directory.

that said, what engine are you using? i know FQ and QS do not support external model textures. 
 
In post #299 is a download model of a globe.
I use this mdl to create a turning skybox.
The model isn't perfekt as I still have the two poles having glidges.
So I'm restraining 2x 240 frames to get a perfekt turning skybox.
It's a bit fast, but almost compares the animating sky.

*v*

So it�s not excakt a mod, more an addon.
I�m using Fitzquake0.85 and in my ID1 is only the 2 Pak files.
C:\Quake\maps
.\textures
.\gfx
.\glquake

For this kind of work I compile in a subdirectory and place all atributes to the TmpQuark directory.
TmpQuark\maps
.\progs\
.\sounds


the recompiled progs.dat goes into the TmpQuark directory so I can test it from Quark6.3.So I wonder where I could place the model texture. 
 
I�m using Fitzquake0.85
That is your problem. FQ doesn't support external textures on models. 
 
How do I obtain that?
DarkPlaces, JoeQuake, or what engine then?
No complain about Fitzquake, but I thought there might be a hack. 
 
i'm sure DP does, and i know rmqe does. 
Fine 
Thanks for your explain, it was usefull.

Me big ever smoking bluf for working in RemakeQuake and oversee that last one. 
Sock 
I asked the Noesis author:

UV points aren't "corrupted" on the edge of the skin

The format just doesn't support wrapping
 
On Wrapping 
Incidently, quake mdl format supports wrapping as long as you are willing to forego support for the winquake version! In winquake you get lots of random noise anywhere that the skin UVs leave the bounds, presumably because it's dumping random memory onto the screen. Probably if you abused it enough you would segfault the whole thing. So not the best of ideas but certainly possible... 
@spirit 
Wow thanks, I tried to contact the author of noesis but I could not find any email address (none with documentation or website). I eventually found a forum site he uses but that is never speedy for responses. It certainly makes sense now that I know the MDL does not really like UV points on the edge, I just wish Noesis said something instead of just creating a mess! 
Re: Neosis 
ijed, or anyone else using it: how are you exporting to fbx format? i'm trying to get it going with max9 -> .fbx and importing into neosis, but the mesh becomes all jumbled and the triangle count shoots way up for some reason. 
Medieval Ammo 
Some new ammo pickup models I created because my new map is a medieval theme and I do not want tech style stuff hanging around. I know I am stepping on holy ground by redesigning the original models but I wanted something different.

Each pickup has an unique design profile so it can be recognized easily and I tried to keep the original colours as much as possible. The new models certainly have a higher triangle count, but I kept the original texture density. (I like the old style pixel way best)

http://www.simonoc.com/images/design/sp/q1_ammo_models_v1.jpg

Any likes or dislikes? 
 
mossy rock on top of the nails box is kind of weird? or at least it looks like mossy rock. 
Like, +1 Etc. 
I'm a fan. I'd prefer them in gl_texturemode 3 tho ;} 
 
I typically hate "new stuff" to Quake's look like that, but I oddly enough rather like those ammo pickups sock. I enjoy the use of the id1 textures as part of what is encasing them, makes them feel like more a part of the game world rather than items simply inserted by the mapper. 
To Be Honest 
Changing quake's ammos from the fullbright bsp boxes to mdls that take level lighting, is one of the few changes that I would actually make to quake's original look.

I'd probably add some tasteful fullbright elements to the textures though, so that you can place them in dark areas and they don't get lost. Easier to do that with tech-themed stuff though... 
 
@Necros, yeah good point. The original texture design was a stone box but I switched to wood later on. I will convert it all to wood.
@Kinn, oh yeah! I love it, you know it is all your fault that I now make assets designed for the original pixel resolution! :) 
Kinn 
mdl ammo boxes is a feature in quoth, although it's done there to save on model precaches instead! 
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