Time for another model and another update to one of the tools. Today we have a stake launcher (a la
Painkiller). It's a bit of a weird design, but on the plus side it has a neat animation and a skin which
kinda fits in with the palette of the classic quake weapons. Maybe if you've got a map with wide open spaces, you could swap the lightning gun out and include it as a sniping weapon.
http://tomeofpreach.wordpress.com/2013/09/11/stake-launcher/
Today's updated tool is the qmdl module:
http://tomeofpreach.wordpress.com/qmdl
Firstly the page has finally been fleshed out with a changelog and a proper examples page to get you started. Also v0.3 of the module is released, which has a very special extra function added to the Helper class: merge_vertices.
As the name suggests, it tries to merge as many vertices on the model as it can without changing the visuals (although it can be instructed that vertices with different normals are still mergeable). The feature I'm particularly proud of is that it will create seam vertices in order to perform a merge, if you have the correct front-and-back skinmap from a classic quake model.
It sounds like it wouldn't be useful very often but here's an example: Imagine you start with a classic quake mdl, and you convert it and import it into a modelling package. You add some animations to it then export it and convert it back to
.mdl format. You probably had to export it via md3 or fbx, and so your end result now has a "complex skinmap", even though it doesn't use it in any way. This function will restore the classic skinmap, which I think is a first.