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Mapping Help
This is the place to ask about mapping problems, techniques, and bug fixing, and pretty much anything else you want to do in the level editor.

For questions about coding, check out the Coding Help thread: https://www.celephais.net/board/view_thread.php?id=60097
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Than 
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 
Thanks. 
So How Do You Animate Them? 
Can you animate them in character studio (or whatever), or must you animate them simply by moving the vertices around? 
 
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 
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 
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 
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 
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! 
Sunset.se is the best mirror in my experience - where other's faltered, SUNET.SE STOOD ERECT! 
ATTN Compiler Dudes 
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 
worked in Win32, only alpha (unix). I just removed the options. 
Oh Blah 
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 
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 
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 . . 
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... 
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 
I still have gmaxinst_1-1.exe 20.5 mb. 
Spiders 
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! 
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... 
Kinn used the Hexen 2 spiders in Marcher and they seemed to work just fine :) 
Spider 
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 
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 
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. 
Spides 
Thanks for the info ijed, madfox and generic. 
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