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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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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... 
 
Well, what it seems like is that there are two identical reds, but only depending on the index in the palette is it determined to be fullbright or not.
It's weird because in PS, the palette would show up in the same order it was in when I created it from the palette image.
In Gimp, the colours are just all random in the palette.

Otherwise there's always QMe...
What do you mean? 
Well 
Try grabbing the file from http://www.btinternet.com/~chapterhonour/notbright.pcx and importing the palette from there. If you still have trouble, is it possible that some other tool is interfering? There is a shade of fullbright red with the same RGB values as a regular palette entry, so anything that converts skins from palette index to RGB and then back to palette index will inevitably lose information on some files.

re: QMe, you can use it as a cheap fullbright remover by importing the texture in question as a skin, then using the QMe palette filter tools (which are quite good actually, being custom built for quake itself) 
 
Thanks, I will try that out with the pcx file directly.

QMe palette filter tools
Which tools are those? I've honestly never touched that part of the program. 
 
Thanks, that seems to have worked! Just took importing the palette directly from a pcx file! 
QMe Skin Editor 
The skin editing in QMe is probably the most polished part of the program. You can even undo edits that you make while drawing on the skin using ctrl-z! (*)

http://www.btinternet.com/~chapterhonour/qme-pal.png highlights the button (top right) and shows off the dialog. You can remap colours one by one if you double-click them, then pick the replacement colour from the pop-up. It's pretty laborious to do that though.

The quicker way to replace colours all at once is to untick the boxes to the left of the row. This replaces all the colours in that row with the closest match in the remaining checked rows. That last bit is important - if you have lots of fullbright oranges and reds you want to remove from your skin, make sure that all the non-fullbright orange and red rows are ticked first. Otherwise you will get poor results!

(*) 3d view only 
 
Ah ok, I saw that dialog but couldn't figure out at a glance what the heck it did.

Seems like a cool way to do some quick palette swaps, thanks for cluing me in on it! 
#420 
nice model, what is that from? 
Poster 
It's a sneak preview of an upcoming pack of models... 
Flavour Text 
Since there's no way I can squeeze all this on the model I might as well post it here:

The defective packs (pictured left) were manufactured between July 2087 and February 2088. We advise all customers to inspect your medikits for the following indicators:

� Unusual or pungent odour
� Discolouration
� Liquid discharge from base
� Inoperative indicator light

Any pack displaying one or more of the above symptoms should be returned unopened to your retailer for exchange or a full refund.
Remember, in an emergency situation your life could depend on your medikit - be safe, not sorry.
 
Haha! 
Awesome! 
 
Hm... I think I have found why .mdls have to be split the same way the verts are split on the skin map...

OBJs (for example) allow a face to contain it's own s/t tex coords, but MDLs have the s/t coords bound to the vertices themselves...

Oy... I guess I will need to figure out how to split up the OBJ mesh so that skin verts and mesh verts are split the same. 
FYI 
OBJ files store verts in clockwise order, but (I guess because of OpenGL?) they need to be in counter clockwise order to draw properly. 
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