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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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Texture Question 
I restarted the frogman again because the base frame had a bad texture error. By doing so I got messed up with vertice errors that went so far that now on my x-th frame I became a little nerd.

I wondered. If I look at the dragon.mdl of DOE it seems they have cut the whole monster flat on the texture frame. If I look at my base frame I get the picture of the monster front and back. If I cut the monster into pieces (sure, one day) Qmle gives me the well known error: vertices and triangles are not the same.

How do they do it? 
Right 
found it. it has something to do with cheating qmle import and export abbilty's.
yes, this makes the texturing a lot more acurate. 
Crossbow 
I plunged myself adding a new weapon in Quake1 and have come to the point I could compare it with the SuperNailgun. I added an arrow and add it to this weapon. Sofar sogood.

Then my perfektionistic habbits turned up and thought: how can I make this arrow fall to the ground instead of vanishing in space?

I'll stop because I want it's velocity not as fast as 1000 and I want it replaced by the axe and... so how make I fall it against a wall and it lies there for say a few seconds?

And post with content so here I go...
http://members.home.nl/gimli/cross.zip 
 
i did this for my stake gun a while back.

essentially, you're going to go into the projectile touch function and get rid of the the lines calling remove(self) or SUB_Remove().

now, it's a matter of changing the movetype, so where the remove lines were, you put it self.movetype = MOVETYPE_BOUNCE.

now, you don't want the thing to stay there forever, so we're gonna put SUB_Remove() back in, but in a different way.
put in self.nextthink = time + 4 and under that self.think = SUB_Remove. this will get rid of it 4 seconds after it hits.

finally, you can add in some extra stuff like making it spin around randomly with setting self.avelocity to some random values or you could spawn a TE_GUNSHOT for sparks or something else. 
Thanks 
necros, I will try it out.

But I was thinking, what if the arrow doesn't hit a wall but a monster?
Then it should disappear immediate. 
 
you're quite right.

luckily, it's very easy to do so.

simply make a check:

if (other.flags & FL_MONSTER)
remove(self);

this will check if other (whatever it hit) is a monster, and if so, remove itself. 
Mf 
Look in the RQ code for nails. 
What The... 
apparently you can have skin groups on models. o.o 
 
Yeah, I discovered that when fooling around with my model editor. Some cool stuff could be done like blinking lights on enforcer suits and blinking, glowing eyes on monsters. 
Yep 
Animated monster and weapon skins. You remember the 'talking' skins in Seal of Nehahra? 
Max 4 Though 
 
Necros 
I renewed the download with my additions.

Although I altered the weapons.qc with your advice on #22 the arrow seems to stick in the wall and slightly turn to left untill it meets the corner. Then it disappears.
I also added the grenade tumble but it doesn't append.

I only had one time it started raining arrows.
You can cheque it on the same download. 
 
you put all the stuff in the if statement that checks if it hits sky, that's why. 
Statements 
It was the first calling remove(self) in arrow_touch I came to.
I didn't realize it had to be the second one on the end of the script.

It's working well now, thanks! 
Am I Wrong 
But shouldn't just adding 'nextthink X' and leaving SUB_remove have this work?

The projectiles would still do damage while waiting to be removed, but not if their touch was changed / removed.

Argh. The definition of complex - lots of simple. 
G-Rail Gun 
I followed the code of Dr.Shadowborgh to make a new weapon in Quake1. I added the Q2 g_rail gun and assigned it to the double shotgun.

So far so good.

Now my concern is starting a game with the g_rail.mdl.
Although this weapon is coded on the doubleshotgun (3) it loses its touch when I switch to the shotgun.
So when I still have enough cells to shoot, the game only offers me the railgun again when I collect the DS.
So stop shooting is gone gun.

I am forced to add a double shotgun too before I can acces the railgun again.

Is there a model-code to solve this?.
example:
http://members.home.nl/gimli/grail.zip 
Erratum 
assignement is 8
replacement thunderbolt. 
Coverting Q1 Mdl File Into Some Format Readable By 3ds Max 
normally, i would just do a dxf export from qme and import that into 3ds, but for what i want to do, i need a fully animated model (with all it's frames in order).

i have a .mdl converter (mdl.exe) but it's about the dumbest thing i've ever seen as the program outputs all the frames as seperate meshes into the .3ds file it outputs. so when you import it, you get like 150~ duplicate meshes, all different frames.

am i sol for this? any utilities i'm unaware of? 
If You Find One 
Post it.

I've been hunting but have drawn a blank so far. 
Necros 
Don't you have the Q2MDLR9B, I searched for it but it's one old Q2 mdl converter with also Q1 models. It exports into 3DS very easily compatible toMax3D.
Here's a linkhttp://members.home.nl/gimli/q2mdlr9b.zip: 
Oopsh... 
Thanks, But 
no luck, sadly. q2mdlr exports each frame seperately as well. :S 
 
i think maybe the solution is in 3dsmax and not the exporters... there might be some way to create a vertex animation out of multiple copies of a mesh as long as the vertex # are consistent.

the thing that jumps out immediately would be to use the morph modifier with 1 channel for each frame, and to incrementally toggle each one on and off on the appropriate frames, but that would be extremely annoying and there might be a limit to how many morph targets you can have. 
Nope 
Morph would do it, but be very time consuming.

A nastier problem would be that each model would be its own object, and so have the verticies number individually - there's no way to manage this in max.

Normally with morph you use instances of the same object so that the verts have the same numbers - different objects would most likely get interpolated all over the place.

Bones is the way to go - but that means recreating all the monsters as such :P 
In Fact 
It wouldn't take much time really - what's needed is a decent morph plugin that allows more vert control - morphing via position as opposed to number.

Will be looking around. 
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