#5308 posted by Trinca on 2006/09/12 05:20:56
thks JPL ;)
#5309 posted by Trinca on 2006/09/12 05:30:49
Spirit_ go make a base map :p
I Forgot To Say.....
#5310 posted by JPL on 2006/09/12 05:57:40
That it is also possible to fix coordinates values manually by right-clicking on a brush corner, then uses 'coordinates'.. A window will open showing the current coordinates, and it can be modified manually...
It is also possibe to apply both methods (i.e post#5306 and above method) on the brush itself: it will apply to the "center" of the brush, but I cannot garanty it will help on the corners coordiantes as the geometry is preserved there..
According to my "small experience" as QuArK user, it is safer to apply this to each corner.. ;)
Oh, and don't forget to adjust texture position after that :P
Thanks
#5311 posted by madfox on 2006/09/12 13:53:55
I have scaled all poly textures outside the map 4 4.
Now there isn't any problem to play it in Fitzquake.
Madfox
#5312 posted by bambuz on 2006/09/12 14:18:00
seriously, do you have the map in a box? Do the walls right and you don't need that box.
I Did The Walls Right
#5313 posted by madfox on 2006/09/13 16:19:08
but I box wrong.
May Be Of Interest
#5314 posted by HeadThump on 2006/09/13 20:45:42
Quake3bits has about three hours of video material linked from youtube to Quake3bits. Lessons concentrate on creating terrain in the Blender 3d modeling ap for use in Id based games.
http://www.quake3bits.com/htm/tutorials
Mangle Key
#5315 posted by Mike Woodham on 2006/09/15 15:53:25
It's late, I'm tired; someone explain the 'mangle' key for me one more time.
0 -90 0 points straight down I know.
If I am looking at the XY view i.e. Top Down, what is the mangle for a light to shine towards 6 o'clock dead-level?
I seem to remember a 'right-hand' rule to explain it?
Yaw Pitch Roll
#5316 posted by metlslime on 2006/09/15 18:41:15
or yaw pitch roll... i think.
For Lights?
#5317 posted by R.P.G. on 2006/09/15 21:07:47
It's yaw pitch zero. The third number is just a place holder in TyrLite.
RPG
#5318 posted by bal on 2006/09/16 02:06:38
The third number is still really roll as metl said, but obviously rolling a light has no effect whatsoever on it.
Bal
#5319 posted by R.P.G. on 2006/09/16 09:44:23
I have no if you're technically right and if Tyrann included computations for rolling the light, but let me copy and paste from the TyrLite readme because I want to wave my dick and show everyone that I'm always right.
"mangle" "# # 0". The first # is the yaw angle, 0 to 360 degrees around the Z-axis. The second # is the pitch angle, 90 to -90 degrees up to down. The 0 is just a required placeholder.
BTW I wonder if it's possible to roll a light if you're on an acid trip?
R.P.G.
#5320 posted by Mike Woodham on 2006/09/16 10:06:41
Thanks, that's what I was after.
And I now know that zero degrees yaw is at 3 o'clock, and zero degrees pitch is level.
Barrel Model
#5321 posted by maxpower on 2006/09/18 18:21:11
I have this barrel in .blend from a friend, i want someone to convert this to .mdl, thanks.
Exporters Are Built Into Blender
#5322 posted by HeadThump on 2006/09/18 18:49:28
take the blend file, save it to either a 3ds, lwo or dxf format, from there import that file into Qme.
Both blender and Qme can be found linked here:
http://www.quaketerminus.com/tools.htm
Oh, And
#5323 posted by HeadThump on 2006/09/18 18:52:58
if you need custom game code, a progs.dat file that handles model inclusion so you can test the barrel in game this is as small an example as you are likely to find.
http://www.gamers.org/pub/idgames2/quakec/level_enhancements/ambient.zip
Make That Last Link
#5324 posted by HeadThump on 2006/09/18 19:05:02
#5325 posted by maxpower on 2006/09/18 19:23:11
Well i didnt make it my friend did, and thats all he said he'll do.
Hmm, Blender Interface
#5326 posted by HeadThump on 2006/09/18 19:50:25
can be tricky for someone not familar with it, so you can send me the file and I'll convert it.
My address is in here: http://www.celephais.net/board/people.php
Better Conversion
#5327 posted by Preach on 2006/09/19 05:47:31
You'd be better off using one of the blender md2/md3 exporter plugins, and then use quark to convert md2(or md3) to mdl. That way you preserve the UV mapping. Alternatively exporting to 3ds and then importing that into gmax gives another suitable conversion path.
Some day I'll get around to writing a mdl exporter for blender...
It Should Work
#5328 posted by HeadThump on 2006/09/19 06:34:01
for a single frame md2 conversion, but the MD2 exporter is highly unrecommended by most Blender/Quake users. Multiframe animation exports produce some jawdropping distortions in the vertices.
Addedum
#5329 posted by HeadThump on 2006/09/19 07:45:15
I would likely consider this simply a problem in the integer/floating point translation of md2 and if you carefully built the models on the grid you should get good results, but this isn't the case here. It is possible to take the very same model that you converted to md2 that results in a distorted model and process it frame by frame into 3ds files and rebuild it frame by frame in Quark and save it to md2 in Quark and the results will be undistorted. So most likely, the problem lies in the md2 importer.
Should Read
#5330 posted by HeadThump on 2006/09/19 07:58:19
save it to md2 in Quark
save it to md3 in Npherno and then import it into Quark ;)
Animations
#5331 posted by Preach on 2006/09/19 09:29:24
If the 3ds files are accurate, you can just export each animation frame as one of those, and use the MD2 for just a single base pose. Convert the MD2 to MDL format, then import the rest of the frames into QMe as 3ds flies. As long as you've got a model with the same topology as your blender model in mdl format, you can import extra frames in 3ds format to QMe without a problem. The only caveat is that the triangle order mustn't be changed, or you'll get a mess.
Preach
#5332 posted by madfox on 2006/09/19 16:36:11
I was trying your model tutorial, and used a newboss tyoe. To my surprise this was the first time I saw the creature in Quake.
But there must be an error in the qc file.
http://members.home.nl/gimli/newboss.qc
*** newboss.qc:18:Unknown value "newboss_stand2"
I'm desparatly dequoted to qc!
|