Progs Thread Bumped
#4618 posted by aguirRe on 2006/01/02 17:08:17
.
Than
#4619 posted by necros on 2006/01/02 17:57:44
yes.
to be more verbose, any app that can export to dxf format could be used in theory to make meshes. just make sure you hide any non-mesh geometry, like bones, helpers, etc when exporting.
i'd recommend QME3.0 though, but that's just because that's what i use. :P
AguirRe
#4620 posted by Mike Woodham on 2006/01/02 22:45:34
Thanks.
So How Do You Animate Them?
#4621 posted by than on 2006/01/02 22:53:14
Can you animate them in character studio (or whatever), or must you animate them simply by moving the vertices around?
#4622 posted by necros on 2006/01/02 23:55:21
i personally don't use Character Studio, as i like to rig my meshes on my own and set up my helpers and IK the way i like (esp since often doing monsters for quake, the skeleton structure can be rather atypical)
afterwards, i just export each frame as a seperate dxf file (after hiding everything but the mesh) and then import each in sequence into QME.
remember to set the framerate to 10fps, so that when you preview your animations in max, it will be at the correct speed. (max defaults to 30)
Thanks Blackdog
#4623 posted by Blitz on 2006/01/03 02:37:28
Pretty much cleared it up :D
Hrm
In my brief stint messing around with quake model animation, I exported a base from from qme in lwo format, imported into MilkShape, had to do some sort of transformation to get it to appear correctly (flip one axis I beleive), then rig a skeleton and animate. It's a pain in the ass that way, but once you have a good skeleton made, animation is easy (and fun). The quake enforcer looks odd doing the robot though.
Two Pence
#4625 posted by Preach on 2006/01/03 15:39:55
If you wanna make quake models using only free tools, the best combo I've found is making the model in gmax - mesh, skin and animations. Then export it to md3, load it in quark and export it to mdl. Gmax has a fairly decent setup for skeletal animation, it's not character studio but it's easier than any native Q1 tool.
Sad News
#4626 posted by aguirRe on 2006/01/03 16:25:03
The reliable and also last known mirror of planetquake is now gone. ftp.sunet.se's idgames2 archive has been permanently deleted.
There are still some other idgames2 mirrors, but with far less content.
Goddammit
#4627 posted by Spirit on 2006/01/04 01:00:12
That's not true. How come sunet had more content than other idgames2 mirrors? I mean mirror is mirror after all.
I will try to contact them and get a mirror of sunet idgames2 at Quaddicted. At least as much as I can squeeze on my space :)
WAH!
#4628 posted by . on 2006/01/04 13:59:26
Sunset.se is the best mirror in my experience - where other's faltered, SUNET.SE STOOD ERECT!
ATTN Compiler Dudes
#4629 posted by czg on 2006/01/06 10:51:54
Have the old -threads switches on the compiler utils been ripped out?
Now that I'm on a dual CPU system, it would be nice to be able to take advantage of it...
(Right now the compile won't use more than 50% CPU.)
They've Never
#4630 posted by aguirRe on 2006/01/06 15:16:04
worked in Win32, only alpha (unix). I just removed the options.
Oh Blah
#4631 posted by czg on 2006/01/06 15:30:06
Still, I figured I could set it to run on realtime and still have windows be responsive since it only runs on one CPU anyway.
Not sure if it makes it go any faster though...
I Wouldn't
#4632 posted by aguirRe on 2006/01/06 16:02:42
recommend that. You won't gain anything if you don't have other CPU-intensive processes running. And in that case, it's better to terminate them or set them to lower priority.
You could however run vis/light for two different maps simultaneously if you can specify thread affinity (i.e. manually select CPU for each thread) at startup.
Well Yeah That's An Idea
#4633 posted by czg on 2006/01/06 16:48:15
Too bad I'm not that multitasking. :/
Perhaps I could try to run vis and light for the same map at the same time...........
Perhaps if I made separate copies of the bsp for each process and then made some small prog to merge the visdata/lightdata lumps into one bsp...
Models . .
#4634 posted by ijed on 2006/01/07 07:35:13
cheers, working on a monster now 3dsmax5 (until I "aqcuire" v8) and using qME - everything seems pretty straightforward, I�ve even managed to use unwrap texture properly and create a photoshop 256 .bmp for import (even though the skin painter in qME seems adequete).
>>watch this space for critical newb help errors<< ;)
Gmaxed Out...
#4635 posted by generic on 2006/01/07 09:06:33
According to the website:
As of October 6, 2005, Autodesk will no longer offer Gmax� software as a stand-alone product. If you are interested in other 3D animation, modeling, and rendering applications from Autodesk please check out Autodesk� 3ds Max� software.
GMax
#4636 posted by R.P.G. on 2006/01/07 09:24:26
I still have gmaxinst_1-1.exe 20.5 mb.
Spiders
#4637 posted by Mike Woodham on 2006/01/07 11:17:44
Does anyone know of a good spider model for Q1. I have seen Willy the Spider but it's a bit too cartooney for my taste.
Perhaps like the D3 spiders?
Marcher Fortress / SHIT!
#4638 posted by ijed on 2006/01/07 11:48:16
Mike - for SP the spiders in The Marcher Fortress by Ben are very nicely done, animated etc. download the map at www.quaddicted.com, but be sure to ask his permission first.
As to the use of unwrap texture - I goofed. It doesn�t work. I spent a couple of hours getting the UVW�s just right and then in qME it applied a basic x-axis planar map - ? is this a limitation of quake or qME? I ask because the UVW�s are a flat picture - is it that the engine can only render one channel per element / singular object? The UVW�s I set up were 8 seperate texture maps inside a single map (if that makes sense) but I know the base models in Quake have different maps within the same one for single objects (EG. the ranger�s, axe, muzzle flare and body are all seperately skinned).
If this is the only way to do it I may spilt the arms, legs etc into seperate entities and cap them so the join can�t be seen - a few extra polys for a much cleaner & detailed skin.
Mike...
#4639 posted by generic on 2006/01/07 11:49:28
Kinn used the Hexen 2 spiders in Marcher and they seemed to work just fine :)
Spider
#4640 posted by madfox on 2006/01/07 11:54:04
cheque "the plumber" level on quaddicted.
it has a progs file with a spider and a snakeman mdl. of course you should give a word to the author.
Preserving UVW Maps
#4641 posted by Preach on 2006/01/07 12:17:53
You can get a model with proper UV maps, if you use quark to convert it from Q2/Q3 model format to mdl. Any tools to export models to md2 or md3 should preserve the UV maps correctly, whereas no other Q1 tool does to the best of my knowledge. Quark essentially does this by splitting up the model on all the UV seams, so that in theory you could deform the model into the "pose" of the UV map, and then planar map that frame.
Because the quake model format rounds all the vertices onto a grid of 256x256x256, the seams aren't visible as all the verts on the joins snap to the same point. Of course, if you did further animation in qme, it would be possible to break the model apart at the seams, so take care when doing this or do all the animation prior to the conversion.
One thing you will have to do is consolodate all of your texture maps into one image file before you start this process, Q1 has no support for multiple maps on a single model. I'm not sure if that's what you mean by 8 seperate maps inside a single map, but as long as all 8 maps are on the same image(in the same way that ranger has the axe and gun on the same image as the body) then conversion is possible.
People, I Have A Confession To Make
#4642 posted by czg on 2006/01/07 12:38:25
I failed my calculus 1 & 2 classes.
I've got the following line of text
"BRUSH_PLANE_0" "3, 0, 0, 1, -160, CITY3_4, 0, 0,0, 0, 1,1" *)
which defines a brush face by giving the normal of the face (0,0,1) and the distance (-160) to it.
I need to convert it to a quake style face which should be looking like this
( -256 -128 160 ) ( -224 -128 160 ) ( -224 -384 160 ) CITY3_4 0 0 0 1.000000 1.000000
where it is defined by three points on the plane.
Now, I could probably use Google, I could sure as hell phone my mom and ask her to send me my old calculus textbook, I could also ask some of the professional math people at this establishment, but dangit, I'll ask you guys first.
Could you please help me with some mathematics for converting (0,0,1) -160 into (-256,-128,160) (-224,-128,160) (-224,-384,160)?
I'm not a complete moron when it comes to vector maths, I know a little bit about a lot of bits, but I have no idea how to put them together.
I would love if someone could just at least point me in the right direction of what I should be looking for.
Also I notice in the quake map format that the three points that are selected seem to be vertices on the brush. I guess this is not important, but perhaps it is easier to figure out the points that way? (I'm shooting in the dark, doom comic style, here people!)
*) I don't know what the first '3' or what the first '0' after the texture name means. They are 3 and 0 throughout the entire file. Maybe something like surface flags or whatever. I've ignored them anyway.
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