Md3tomdl
#367 posted by
sock on 2012/05/17 01:58:38
@preach, that would be awesome to have those features. It is the last things I use Qme for (multiple skins and model flags) and not having Qme in the pipeline will be awesome.
The config file flag of mymdl.flags is fine with me, is this parameter available in the current version?
I totally understand why the skin / animation names option is missing from the current version. Writing a config file parser is always time consuming.
Prerelease
#368 posted by
Preach on 2012/05/17 09:56:50
There seems no point keeping the module back when it would already be useful to you, so here it is:
http://www.btinternet.com/~chapterhonour/qmdl.zip
Pop the qmdl folder in your python "Lib" folder. You can then put the following lines in a file called flag.py to add the flag to the mdl file md3tomdl produces.
��from qmdl.mdl import Mdl
��mymdl = Mdl()
��infile = open(r"input.mdl", "rb")
��mymdl.read(infile)
��infile.close()
��mymdl.flags = 8
��outfile = open(r"output.mdl", "wb")
��mymdl.write(outfile)
��outfile.close()
I'd suggest having a short batch file that calls md3tomdl followed by this python script.
Let me know how it works, I've tested with python 3.2, but if you have an earlier version installed it
might still work...
Supplimental
#369 posted by
Preach on 2012/05/17 10:39:13
Some helpful code for renaming frames:
def rename_range(frames, start, name, length):
����for i in range(length):
��������frames[i + start].name = (name + str(i + 1)).encode("ascii")
def rename_frames(mdl, names):
����i = 0
����for name in names:
��������rename_range(mdl.frames, i, *(name))
��������i += name[1]
rename_frames(mymdl, [("walk", 8), ("run", 6), ("stand", 9)])
Essentially you write a list of tuples, where each tuple is the sequence name and length.
Snakeless
#370 posted by
sock on 2012/05/17 23:32:40
@Preach, unfortunately I don't have python installed, but I can wait, honestly there is no hurry. :) Plus I am busy creating new skins at the moment, so it will be a while before I am back to exporting models again.
#371 posted by
necros on 2012/05/18 03:28:41
rawr
Sock's mesh, uv and skin and I rigged and posed it.
Thanks again for the converter, preach. Wouldn't have bothered with this stuff without it.
Hot
#374 posted by
wakey on 2012/05/18 04:30:29
When i look at this, i start to think the dragon monster would also fit neatly into socks map.
#375 posted by
metlslime on 2012/05/18 05:12:36
wow, really nice.
Quake's monster skins tend to have a bit more blood and grime splattered on them; yours looks relatively clean by comparison.
#376 posted by
necros on 2012/05/18 05:14:39
there's two skins, a clean one and a bloodied one. :)
Sock
#378 posted by
JPL on 2012/05/18 10:37:21
Very nice ! Would love to see its behaviour ingame :) Go map !!
Awesome
#379 posted by
Preach on 2012/05/18 10:59:41
The knight with a shield has finally been realised.
Sock + Necros
All this new medieval stuff looks like taken from an alternate reality that also happened to just have Q1, it's that good.
#381 posted by
JneeraZ on 2012/05/18 12:33:57
And it's an amazing looking shield! Nice work!
Nice, Indeed!
#382 posted by
generic on 2012/05/18 13:50:20
That's the best looking model I have seen in a while :)
Woot
#383 posted by
madfox on 2012/05/18 20:21:34
I like the way is has that humor on his face, while its shield looks so nasty.
Great model face lift!
In Fact
#384 posted by
ijed on 2012/05/18 22:03:37
It reminds me of John Blanche' illustrations:
http://taran.pagesperso-orange.fr/images/4khorne.jpg
Especially those from Sorcery!
Cool Article
#385 posted by
Preach on 2012/05/20 01:29:15
Something I found on polycount today, linked from the low-poly-models thread
http://wiki.polycount.com/SphereTopology
It's a guide on how to save polys on spheres by collapsing edges that don't improve the silhouette of the shape. It's interesting in itself, but also as a starting point for how to optimise curved models generally.
Quad Post
#386 posted by
Preach on 2012/05/22 01:12:16
Okay, it's only a double post.
http://www.btinternet.com/~chapterhonour/quadtrick.zip
Whack it in progs and load a map with a quad.
It's basically a similar trick to the gem, but because I can write the scripts in python now, I can cope with doing directional calculations on normals. This means you can get coherent effects rather than the random ones seen earlier.
Not Sure
#387 posted by
ijed on 2012/05/22 03:27:08
I see the difference. Is it engine dependent?
And yeah, a well presented article.
I'd be interested in one a bit more high level though. How the silhouette is all important and the visual acuity of the ones in Quake is pretty damn good.
#388 posted by
necros on 2012/05/22 03:39:22
that looks awesome man... :D
Velvet Touch
#389 posted by
madfox on 2012/05/22 08:31:44
Yes, that looks good!
I just remade the squad.mdl, giving it a flat skinfile.
It doesn't change much to the already excisting,
as if smaller objects get reduced in game.
This scripted print really glows.
Visual
#390 posted by
Preach on 2012/05/22 09:05:59
It relies on the normal effects, so it's very hard to see in darkplaces for the reasons mentioned earlier in the thread (back where sock posted the health vials). Fitzquake is recommended because it has motion interpolation without vertex lighting, but it's also worth seeing that it renders in winquake.