While I'm enjoying having a wizzy new website, I don't want to feel like I'm just linking to it instead of posting stuff here. So I'm going to share a motivating story and then link to a new article which relates to it:
I remember on several occasions running into an annoyance when creating a model. I would spend some time working in gmax on the model, sculpting and skinning it, until I reached the moment when it was finally
done, and it was time to export to mdl format. Once I'd cursed and sworn my way through making the fragile conversion succeed, I'd begin the work in QME of getting the model finished off - scaling, rotating and positioning it correctly, adding animations, importing the skins.
The annoyance came when half way through this work in QME, I'd suddenly realise how much better the model would be if this part of the skin wasn't mirrored, or if I'd turned some of the edges the other way. The dilemma was choosing between foregoing these improvements, or throwing away all the work in QME so far to export a new version from gmax.
If you have ever had the same experience, or just want to learn how you might create a quake model without using QME, please come read the long article I just posted at
http://tomeofpreach.wordpress.com/2012/11/24/a-modelling-pipeline/
The idea is to generate mdl files from a series of compiling tools, rather like bsp files are made.
Also in the modelling category is an expanded article on "progressive enhancement" expanding on what I've posted about it here, and restored downloads of my two modelling tools qmdl and md3tomdl. The latter is an exciting new version of the tool, v0.2! It offers better vertex rounding, proper vertex normals and support for multiple surfaces in the source md3 file. To be honest I've been using 0.2 for years and never realised I'd kept it to myself.
That's not to mention the model category where I've been uploading stuff the past week. It's a roughly even mix of models from the old site, newer models which I've shared in this thread, and entirely new models which nobody has seen yet! In particular the "Map objects" category has the best of the goods.