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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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Ah 
Got it. 
Sound 
I know I'm recalling the subject again, but now that I have the tessla coil I can't add a sound to its sparkle.

I'm allready glad I can use mh's version of progsref to make the thing go.

But now it seems as if an electric wav is hard to add to a info_notnull as all sounds are precached.

So here is a map with an example, maybe there is a simple solution for it.
Or I'll strip the toppic and read it again.

http://members.home.nl/gimli/tessla.zip 
Sounding It Out 
It seems like the easiest way to play the sound would be to add code that precaches it to info_tessla. You can look at the code for ambient_drone to get you started. The way that ambient_drone works does mean that you can never turn the sound off, so let me know if this is a problem.

The main problem you will have is that the sound file you have does not loop. To make it look you need to:

Download wavosaur from www.wavosaur.com and install it.

Open the wav file in wavosaur

From the tools menu select markers->create marker.

You can then move the marker around, place it at the point where you want the loop to start playing after the sound reaches the end.

Finally, save the file and it should loop in-game. 
 
Thanks for the headsup about wavosaur... been looking for a good straight forward sound editing program. I can't stand audacity. :P 
 
Right, Preach.

The sound of the constant tessla is already added with some ambient_fuz.
I ment a sound that wakes at the moment the player gets touched by the tessla.

So I don't need the sound looped, only for the flash of the bold.
Reason why I thought it would fit more in the trigger_multiple from with the lightnihg is excecuted. Or in the info_notnull.

But the sounds there are all precached.
And I wonder as this func is used as teaching old progs new tricks. 
Teaser Shots 
A couple of shots of a work-in-progress computer terminal model in idbase style.
http://www.btinternet.com/~chapterhonour/console1.jpg
http://www.btinternet.com/~chapterhonour/console2.jpg 
Cool! 
Looks good and '96 
Bonus Content: A Pop Quiz 
How many colours does the quake palette contain? And why does it hurt so much? 
 
When I start 64, when I'm working 256, and when I stop 625.
Must be the afterimage that hurts.

Do I get John Bean Sunglasses now?

http://members.home.nl/gimli/generator.jpg 
 
looks like a quake portal gun. :P 
Low Poly Side 
I'm trying to understand the basics of models in qmle, so I'm try turning triangles into cubes without losing skin texture.

The model above is one of the low poly model site I found on the board elsewhere.
Reading the liscense and GNU it is freeware, but it's more a challence to make one of yourself. 
Back To Basics 
I'd not recommend learning basics from QME because you might end up thinking that things are just hard to do, when in fact they are only hard to to in QME. It's a specialist tool for quake models, general purpose modelling programs like blender or gmax are easier for the basics, despite being more complex overall. 
More Recommendations? 
Blender is to heavy for me, so i asked myself, if there is any other freeware next to gmax which is of good use for quake-modelling. 
Depends 
The program that I've always found easiest to actually create 3d geometry in is called "Wings 3d". It isn't a full package - you can't do skinmapping or animation in it, but it makes sculpting very intuitive. I also haven't tried to get a version of it for years so I don't know if it's still developed or even easy to find... 
Little Rapture 
I was chasing the strange object bear pointed in the inspiration thread.

http://members.home.nl/gimli/moeb4.gif 
 
preach, what causes md3tomdl to ignore the input skin and (auto generate??) an orange/brown striped skin?

I exported a skin from qme into pcx and everything seems fine (model frames are all there as is skin mapping). 
 
ohhh never mind... i moved my skins into a subfolder but forgot to add thatr in the text file. -_- 
She's So Fine... 
Cock Polisher ?? 
.. now Quake turns definitively gay.... 
Then The She Would Be A He 
The model is a convertion of the HalfLife2 low poly site whith free models. So I thought to respect the owner with a screenshot.
Most of the time these subposes don't reach ingame.

http://members.home.nl/gimli/heavy.jpg

Here's another one that hopefully will become playworth.
Already big for milepasses and jumping on rockets.

http://members.home.nl/gimli/bigles2.gif 
Found 
 
More of a texturing question I guess but this seemed the most relevant thread to post in:

Are there any Gimp users here? I'm trying to make some skins but I keep getting errant full brights, even when my palette is not supposed to have them.
I never had this problem with Photoshop, so I'm guessing I'm just doing something wrong. Is there a proper way to set up a palette without any fullbrights? 
Palette 
The way I have my fullbright-free palette set up in gimp is to start with the full 256 colour palette, then replace the last 16 colours with black. Since there's already a black colour at the top of the palette, the remaining 16 colours never get used. 
 
how do you make your palette? I load up a palette image texture (has the 256 colours in large blocks) and then make the bottom two rows black.

But I still see fullbrights on some reds. 
Hmm 
I don't know if it reapplies the palette when you edit it, have you tried saving the palette, changing the colour depth to RGB, and then changing it back to indexed with your saved, fullbright-free palette?

Otherwise there's always QMe... 
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