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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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218? 
Don't do that! Once you've correctly organised your UVs on the rocket launcher, delete all the non-rocket-launcher parts from than object, and import the rest of the model as a new object. You can export multiple objects to the same md3 file, so there's no need for them to be combined any more. 
Launcher 
I come sofar, every attempt to attach it will scramble the skinfile of the corresponding file.

http://members.home.nl/gimli/norb.jpg 
 
Having all the animation lumped together is a big cause of the dodgy frames issue. You know the one, where the animation continues fine but at the end or start of the loop one additional frame makes the monster (or whatever) pop into some unwanted pose.

Qme had fairly good tools for naming and ordering the frames, and hunting down errant ones.


Yeah, that's annoying. When I was making the models for Sock, I would have to manually go into the model and rename frames each time otherwise he had no way of knowing what was what.

Ideally, I'd like to eliminate that. My original intent was to import seperate OBJs as 1 frame each. This lets you name files and give the frames names inside the model. FBX looks like it's more geared toward storing a whole animation in one file though. 
Yeah 
It�d be nice to have discrete files for each loop - I waste so much time just ordering stuff to get rid of a single bad one.

Without moving to a new file format I can�t think of an elegant way of doing it though. Possibly it could be done with IQM, will have to talk to the author.

Having seperate files per from is also how QME does it - but it becomes almost as time consuming to manage as counting the frames in a 3D app.

I remember someone not versed in Quake passing me such a collection of frames, animated at 30 FPS. I got the original but exporting frame by frame was the only option I knew at the time.

It worked, but drove me slightly insane.

...PS: For a creature called �BOSS2� 
In My Defense 
This keyboard is missing four keys. 
 
Yeah, I guess I can see how it's not ideal either.
All the monsters in Quoth were exported manually frame by frame... that was painful.

With Sock's monsters, I wrote some maxscripts for myself that automates everything but I can appreciate that it's not always an option if you don't know how or your 3d package doesn't have scripting.

I just don't see a solution outside of individual files per frame. 
Secure Agent Of Gmax With The Eye Of Noesis 
I'm glad I have Gmax as my version of max3d 4.1 won't help me out with this skin problem. Forcing the torso part to attach the launcher distorted the skin file. Then I realized I could use the material editor to add the launcher skin again.

idle

Thanks Preach, I really would have added the launcher animation manual, but the way it now collides is perfekt! 
Orb-canon ! 
Wow, this is great... but weird :P 
Orb31 
Now it gets as bad as Quoth's RocketEnforcer,
the one that made me fear so much. 
Stupid Thought 
While playing I wondered.., the rocketlauncher has three puffpipes.
In game the player sees them in front, so it looks as if the launcher is turned back.
The v_model shows it with the pipes behind.

Is it mirrored or am I shooting with the wrong way out? 
I Handled Too Much Rocketlaunchers 
who shoot's who 
Heh 
I�ll just stop whinging and learn maxscript :) 
 
fn export3DSFrames path name start end prefix =
(
counter = 1;
for i = start to end do
(
sliderTime = i;
ExportFile (path + prefix + "_" + name + counter + ".3ds") #noPrompt selectedonly:true;
counter += 1;
)
sleep 0.1;
)


here's the function I use to export a single sequence.

"path" string to specify output folder
"name" string for animation name
"start/end" these are frame numbers in max
"prefix" can be anything, i give it a number starting at 0 and increment for each additional sequence. it's to preserve the order of the sequences in windows so when I import them all in a batch, the order is still correct.

then I call it like this:
export3DSFrames workingDir "stand" 2 13 count;
count += 1;
export3DSFrames workingDir "walk" 539 552 count;
count += 1;
etc...

from a different script that is specifically for a monster. you can add in extra stuff like a switch to choose from different variations of a monster so that it automatically enables/disables layers or adds/removes bits from the mesh like for example removing shoulder armor or adding horns...

maxscript is annoying to learn but it is extremely useful. :) 
Fbx Batch Import 
Here's a work-in-progress python script for importing that kind of fbx batch of frames into a mdl file.

http://tomeofpreach.wordpress.com/2013/01/31/work-in-progress-fbxtomdl-script/

Anyone who's good with python know what the easiest way to handle installing libraries your script depends on? The set-up needed for this script is a barrier to use... 
And More 
If the script in the last post was a bit too much, then give the standalone package a try:

http://tomeofpreach.wordpress.com/2013/02/03/standalone-fbxtomdl/

It's got command line switches and everything! 
Plasmagun (Quoth Replacement) And Sg 
Plasmagun ground and view model drop-in replacement for Quoth (put .mdl s into quoth/progs) and a ground shotgun model. Feel free to use in your maps/mods/w/e.

screenshot

download

more info and pictures 
Oh Shit 
This plasma gun model is really nice!!! 
Agreed 
It's a wonderful match for the ikbase textures - now I'm imagining a whole set of base themed replacements. The super nailgun and rocket launcher are quite arcane and abstract in design, and fit in less with the tech stuff. But yes, a really great bit of kit.

The shotgun it also a handy bit of kit to have - it opens the way a level where you only start with the axe - like the start of Zerst�rer taken further. Then you could get a "Bolt Gun" which fires nails at a shotgun rate (and gets replaced in its slot by the nailgun once you get one). After that, finding the shotgun would feel like a real reward. 
Slapmap 
Your shotgun and triple barrel version look really good, any plans to release them like the plasma rifle? Do you plan to make the double barrel in between?

Would be really nice upgrade path, 1->2->3 barrels. 
Weak Weapons 
Actually, on the topic of both weaker weapons and base style things, I reckon a player version of the enforcer blaster would be another good "low-powered" weapon to give to players in the early stages of a base map. If it used one cell to fire exactly what the enforcer puts out (a pair of shots at 15 damage each) it would be on par with the thunderbolt on damage per unit of ammo. Firing a two shot burst would differentiate it from other weapons, and it would let players use cells from enforcers early, without giving them the lightning gun. 
Slapmap 
The weapon models are nice - but this looks absolutely incredible:

http://imgur.com/a/cMad2/#0

What is it? How did you make it? 
Giant Squid 
here what it is... 
#560 
q3map2 / Darkplaces surely? 
 
Single shotgun is in the zip, tripple uhmm still need to make a quake-quality skin and reloading anims, which is painfull with no proper preview (I spent 2 hrs repositioning the model and reloading quake just to get plasmagun look ok), next week mayhaps.

DBS you already have in the game and can find replacement models if you want a better looking one.

The tentacle mess is made with splines. Its a world of Nyarlathotep, the Crawling Chaos. 
Slapmap 
Quick tip for previewing and updating models. Run quake in a window, then use the flush command in the console to reload the models from disk. That way you can make a change, save it, and get it to appear in-game instantly. 
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