Wkey02 Texture Static
#634 posted by madfox on 2013/07/25 09:27:46
From the first moment I saw the wkey02 texture I wondered how it would look to have it animated. The latest models of Preach triggered the thought again so I gave it a try.
Got a bit lost texturing the thing while I wanted it to look like the original.
Here's the example
and here's the download
Skins
#635 posted by Preach on 2013/07/25 12:19:21
Awesome man, just what I was after. I've added them to the build, and there weren't any problems shaking the last few fullbrights out. I've got a few more ideas for skins off the back of those, so I'll try not to take too long getting them together.
When you say a pose for on the floor, are you thinking one where the page doesn't curl off the floor? If it wasn't for that I'd see no problem with just rotating it to rest on the ground. Larger sizes would be fairly easy to do, and I also want to create a few more frames with variations on the torn poster. That way you could have two or three torn ones on the same wall and not make it too obvious.
While I get working on that, I've got another model coming out soon. Was about to post it but last minute fixes need doing, so hopefully tonight...
Cogs Of Conflict
#636 posted by Preach on 2013/07/25 12:35:40
Nice one madfox, that looks ace, didn't see it when I posted last. The more I check it out the more detail I find, like all the modeled rivets and the threading on the copper-coloured bit.
MadKeys
#637 posted by sock on 2013/07/25 13:03:53
That is very cool MadFox, I like how you got the rotation of the wheels working correctly. My only concern is the baked shadows on the wheels and the background not integrating with the wheel positions but that is a skin issue not animation.
Posters
#638 posted by ijed on 2013/07/25 13:52:24
Glad you like them, they were quite fun to do as well.
Is there a way you could make the torn parts out of ploys instead of a modified skin? That would make it much quicker and cheaper to have more variation although it could get a bit more angular looking.
For the floor pose yeah I just meant rotated flat on the floor- I was actually thinking of dropped vox populi posters in bioshock (a poster that didn't make the cut actually, along with 'a man chooses, a slave obeys').
Madfox cogs - those are awesome. It's great linking buttons to their doors, it gives a level a physical presence and a visual clue to how it works. In base maps you can just put a cable in. But medieval maps are trickier since its always machinery.
Wkey02_3
#639 posted by madfox on 2013/07/26 02:05:35
I printed the original tex on the wkey02 model, and in that way the shaded origin produces the odd behaviour.
I tried a slightly larger texture and kept on the vertice lines, but the skinfile needs a rather irratic treatment.
I'v spent some time on it but how more I try how more dazzeled I get.
For some reason I ain't have the patience for the texturing, while I know it can result in great outcome.
Runes
#640 posted by Preach on 2013/07/26 02:32:04
Another weird model today. Like the buttons it's part of the "more medieval models" effort; in this case it takes a previous base-style model, the forcefield, and creates a mystical version.
http://tomeofpreach.wordpress.com/2013/07/26/runic-barrier/
The screenshot doesn't really do the model justice, as it's all about the animation. However, the animation itself is too long to make a gif for...
#641 posted by Spiney on 2013/07/27 12:45:10
cool!
Qmdl 0.2
#642 posted by Preach on 2013/07/29 01:12:25
Another post from Preach, this time not a model but a tool update. It's v0.2 of the python module qmdl.
http://tomeofpreach.wordpress.com/qmdl/
There are some little tweaks to the mdl module, proper docstrings and breaking up a few methods to be more reusable. The biggest change is the addition of a "helper" object which disguises some of the complexity of working with the module. An example script which adds skins to the model would look like:
from qmdl.helper import Helper
poster = Helper()
poster.load ("poster.mdl")
poster.append_skin ("tintin.bmp")
poster.save()
It's basically something that's accreted from using the module for a while; I kept copy-pasting these functions into every file, then realised I needed to fix a bug in all of them and it was time to make a module...
I Found A Bug In Wordpress!
#643 posted by Preach on 2013/08/01 11:35:05
By starting an article in July and finishing it on August 1st, the article gets a publication date of 1st July!
http://tomeofpreach.wordpress.com/2013/07/01/skin-maps-for-mdl-format/
Oh, yeah, the article. This is a little history of how skin maps for .mdl files have changed over the years. So if you've ever tried to get your head around all the weird things .mdl format does with seams and backfaces, or you have a good grasp on front-back quake skins and want to understand how models with complex unwrappings work, then check it out.
Awesome Article
Really enjoyed this one preach, I plan on making some custom quake models so this info will be of great help!
If only I could get my brain around coding...
Yeah
#645 posted by ijed on 2013/08/01 18:02:40
Very good and informative read.
I Know
#646 posted by ijed on 2013/08/02 18:16:18
I've asked for this before, but my previous version got broken and I lost the backup.
I can't install Qme 3.1 (.mdo support) on my 64 bit system - can someone zip their already installed version and upload it somewhere?
Qme Full Installed
#647 posted by ijed on 2013/08/02 18:33:12
Sock sent me his version, here's a link to it for anyone else who want s a copy (from my dropbox):
https://www.dropbox.com/s/l9d1t3p81q3v4yb/q1qme_3xdirectory.zip
Poster At Last
#648 posted by Preach on 2013/08/10 16:40:28
Yeah, the long awaited poster model is finally released properly:
http://tomeofpreach.wordpress.com/2013/08/10/poster/
Thanks to Ijed for contributing all those skins!
New Article: Normals!
#649 posted by Preach on 2013/08/20 08:42:18
So during the time that func_ was down, I got round to a spot of writing, and finally finished off that article on how normals work in Quake:
http://tomeofpreach.wordpress.com/2013/08/19/normals-in-mdl-format/
While doing this, I also discovered there is a bug in the md3tomdl converter, where it's incorrectly calculating the normal vectors of the MD3 file, and so is only using half the range of vectors. This explains why models like the ogre have appeared brighter in game than you'd expect. If you ignore the model on the right of each image
http://tomeofpreach.files.wordpress.com/2013/08/sidexside.jpg
shows the ogre's shading with the bug, and
http://tomeofpreach.files.wordpress.com/2013/08/sidebyside.jpg
shows the correct shading once the bug is fixed.
Once the shub-hub comes back up, I'll be uploading a new version of md3tomdl, and reupload all the affected models. So you'll probably want to download any models you're using again once that's done, and you should definitely get the new version of md3tomdl if you use it.
Request For Mirrors
#650 posted by Preach on 2013/09/01 23:47:07
Hi guys. Does anyone have a complete copy of the modelling tutorial I wrote back for Qexpo 2006? Archive.org has parts of it:
http://web.archive.org/web/20070925005759/http://www.quakeexpo.com/booth.php?id=32&page=181
Sadly some of the pages are missing, although weirdly all of the tutorial images were archived. I didn't keep a local copy of the text, and thought it'd be nice to restore a copy to the live web.
So that this post isn't just a contentless appeal for help, I discovered a new thing involving QME and normals. You can turn on the lights in QME with the lightbulb icon, and then activate the torch to swing the light around, which lets you visualise how the shading is applied.
You might remember from the above blog post that QME overwrites the normals on a model. It looks like the moment that the normals change is when the file gets saved, so you can preview your smoothing in QME before that happens.
#651 posted by Spirit on 2013/09/02 01:41:54
I think I might have an archive but I can only check in 3 days. Remind me if I forget and don't get your hopes too high.
Preach
#652 posted by madfox on 2013/09/02 04:07:57
I have the most pages on screenshot.
Q10th_Anniversary_Preach_booth
#653 posted by madfox on 2013/09/02 05:10:45
tutorial
Thanks for the tutorial, Preach!
Very welcome starting quake models.
Typo
#654 posted by madfox on 2013/09/02 05:13:37
Awesome
#655 posted by Preach on 2013/09/02 20:55:34
Thanks for the help MadFox, it's great to have the tutorial back! I will try and nudge Spirit about his copy, just to see if I can escape having to retype everything as well. Knowing that it's not gone forever is a great relief, and I'll get it on the blog soon.
Treasureware
#656 posted by madfox on 2013/09/03 01:53:06
I was enthousiast from the moment I saw it at Q10booth.
Thinking it still would be there on the Q10th booth later, was enough for me to copy all to my hard disk. And althought it's not pdf, I'm already glad to have some access to the most basics.
It is a valued tutorial for Quake1 modelling that has helped me a lot. Waiting for page8.
Trove
#657 posted by Preach on 2013/09/04 23:11:53
Even if madfox hadn't been able to help me out with a zip of all the images from the tutorial, my dredging mission on archive.org would still have been a waste of time...On a search through my modelling folder for other things, I found a complete set of the original images! No text though, so it's the moment of truth now. Spirit: do I need to type the missing tutorials from the images?
Grenade Launcher
#658 posted by Preach on 2013/09/10 22:02:34
So time for a little run of models to celebrate the return of the Shub-Hub! I've prepared a little stockpile, but quite a few of them aren't much use to mappers, and this first one is one such model. It's a grenade launcher variant which has issues in engines with interpolation (although fitzquake neatly avoids the glitches in this case). So I guess it might be valuable as a lesson of what not to do!
http://tomeofpreach.wordpress.com/2013/09/10/grenade-launcher/
|