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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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Ahhhh Preach. 
That heart looks awesome, especially with the extra red skin I had lying around. Thanks! :D 
Attempt #1 
Going for the mushrooms, one hour from now... 
Done 
http://www.quaketastic.com/upload/files/models/mushroom.zip

Took a few minutes extra to upload. Probably gonna look at the gravestones next (but not straight away).

On some of the other models: The twisted tree would be really cool, I'd like to make it, but I think I'd spend longer than an hour on it, get the whispy bits animated properly etc. The hanging lantern would be doable, but without a flame inside - adding that would take longer but probably would bring the model together.

Some skull/bones type things would probably be doable, the trick is probably to make skulls that are very low poly so you can have lots, and also to make the skins match the pile of skulls/bones textures in maps - so you could have models to top off a pile of skulls brush with a bit of extra detail. Piles of books would be fine to do, the trick would be striking a balance between detail and polygons.

I guess all the mechtech torture models had to be removed from his pack then? They'd be static at least...I have no idea how you'd make a cobweb which would work in standard quake, I've thought about it before. Finally, I have a grass patch model on the back-burner right now, so watch this space... 
Wow 
Can�t open the model right now, but that�s impressive progress even so.

I was pondering the cobweb as well. Gb got this working inside RMQ: http://kneedeepinthedoomed.wordpress.com/2011/05/31/iqm-grass/

But without engine modding it can�t be done like that in stock Quake.

So that�d leave either a pretty dense poly mesh which would be tricky to build and probably look bad, or an opaque one. Maybe with different levels of whiteness and a .alpha value that could work to produce filmy type cobwebs as per Temple of Doom, but AFAIK .alpha is engine mod required as well. 
BTW 
I asked for mushrooms to use in my rmx map that has the poison / drunken basement area, so expect to see those used there - thanks. 
The Map Models Are Back 
Torture models included. Has source skins so you can reskin from a large full color image. Also has some tombstone models.

http://www.celephais.net/board/view_thread.php?id=3&start=8889&end=8889

I have a few questions. Do hi rez textures for knave.wad exist?
Anyone have a hi rez texture for the Quoth long wall torch? or a similar model with HD skin.

Preach nice mushrooms.
ijed You could have multiple models share the same origin in a map. That might overcome the limits. 
And Now That I'm Done Bitching... 
this collection is incredible and I'm definitely going to use at least one model in it so THANKS. ;) 
Freaked Ogre 
Here the models of the drunken, pissing, fishing Ogre.

blooper 
Mech 
I�m already working with a custom engine - fuck the limits :) 
Thanks for those MechTech - thats a highly comprehensive set of models to a high quality as well.

Very nice model pack. 
SHOCK HORROR 
My world is shattered - the sync/random flag on models doesn't do anything... 
 
Isn't it only broken in fitzquake engines? 
Winquake Tests 
I've got a model where it's really easy to see that all of the animations are synchronised, and the flag does nothing in glquake or winquake. Has any engine ever added the feature back? Given the poor showing among original engines that could possibly be a breaking change! 
 
Did it work in software quake? (I can't run that engine)
Because I do seem to remember suddenly realizing it was broken later. 
 
just reading that quakeone thread about the open source quake...

it would be pretty cool to see a real fast moving dog. 
Software Renderer 
Winquake is a software renderer and doesn't work. I don't know about DOSQuake because that doesn't run on my computer. I might just add a couple of extra framegroups with the same animation loop starting from different points. 
DOSquake 
Run it in Dosbox then. 
Q3 Converting 
I've been tinkering with the Q3 Orb for converting it to Quake1.
I did it earlier with Skeleton, but then I broke the skinfile and had to make my own.

I used Q3map2Toolz to extract the three md3 files upper, legs and head.Then I use Noesis to convert to md3.
From there I used Gmax and the combine tool to get the model into one with a skinfile of 512x512.

I had some rigging as I could only export one frame out of Gmax, not the whole framegroup.
I think I missed the keyframe setting, but I was already glad I had the model in one piece in QMLE with the right UVskinfile.

Now I want to add the grenadelauncher, but everytime I merge it into the qmle model my skinfile splits to a size of 782x240.
Also it wrenches up the model itself so I tried a launcher of myself but it breaks up.

Then I tried again in Gmax to import the model with grenadelauncher and use the uvwrapper but it won't add the skinfile in the proper way.

Is there a way to add a skinfile to a 512x512 one, as far as I can see I still have a corner left. 
 
Then I tried again in Gmax to import the model with grenadelauncher and use the uvwrapper but it won't add the skinfile in the proper way.

Can you elaborate on this, it's the way to go. QMe doesn't understand the kind of skinmap you create from MD3 well enough to edit them. 
Yeah 
That sounds like the right method, but how doesn't it add the skin file?

As much as I'd like to leave Qme behind and move to IQM, it's still practically a requirement for tweaking the last details of MDL. 
 
There's alot of good models in that mapmdl.pak. I noticed some bugs in the jetfighter (z fighting), helecopter (half a wing blade stuck in - gaps), and the garbled texture parts in pilaar.mdl. So I tried Qme for the first time and was able to fix these things. Some one must of swung the texture map vertices around in pilaar for the fun of it!

I tried the missle model tut and that went ok as well, except for the skin. Qme put some of the texture mapped faces on the shaft where no texture exists(top and bottom). So I guess I got to move the vertices manualy to make them look like how it was done for the pilaar one? Still haven't worked that one out yet but the rest is ok. 
Ijed: 
A little off topic, but i'd like to know for when I get a chance to get back to work on my model editor thingy...

Which features do you need the most in QME and which the least?

I'm not planning on putting any vertex manipulation stuff in my editor and was planning on keeping it purely for skin mapping and moving frames around (copying, deleting, naming...). 
I Didn't Know / Forgot About That... 
I'd add;

editing model flags (blood etc)
skin import + export (for convenience)
direct fbx import
Not fucking the verticies on resave
asset library (see all models in folder)(wishlist)

Not limited to qme features... What I've just written there will most likely destroy your sanity if done, but I make no apologies :) 
The Most Obvious 
...to clarify - uv import.... 
Why I Use QME 
Adding/replacing skins
- I often have multiple skins on objects
- Noesis does not support multiple skins which is frustrating
Setting up animation groups
- extremely useful for debugging models afterward
Adding frames - via CAD files!

I would love to be able to import frames easily. At the moment I export to FBX from LW, use Noesis to convert to MDL, open in QME and export the model to CAD and then open my base MDL and import all the CAD frames together. I would use preach importer but it does not work with the files exported from LW.

I am stuck with : FBX->MDL->CAD->MDL process. 
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