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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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Windows 8.1, if that matters. 
 
Annnnd it's because I didn't have a skin file in the folder. Never mind, I have an output.mdl created! Continuing to play...

Sorry for spam. 
No Worries 
It's actually a useful touch of feedback, not just to hear that someone's making use of it, but it might actually be an indication that something needs fixing. There's meant to be code that handles the case when no skin file is present by adding a dummy skin, but it looks like it's not working. Possibly the bug is isolated to the pre-built version, and maybe it's the warning message that's triggering things. I'll test a bit and see if I can fix that... 
 
If you ever need a kidney or something, preach, let me know. Damn...

https://dl.dropboxusercontent.com/u/161473/SeptQuake/CustomModels.jpg

I never thought it would be this easy. I was procrastinating because the thought of Blender plugins and such was turning me off.

But this... THIS... 
Yeah 
I've pinned many hopes on this tool as well.

Thanks for the dedication Preach. 
 
So I'm messing around with model skins and I'll be damned if I can figure this out ... I loaded the Quake palette into Photoshop and I feel like I'm losing my mind.

I can't get the right colors to show up inside of Quake. I don't have a custom palette in any of my WAD files ... is this the correct palette?

https://dl.dropboxusercontent.com/u/161473/SeptQuake/palette.jpg

I either get black models or the colors seem shifted off by one row ... it's weird and I feel like I'm missing something obvious.

Is Photoshop not the right tool for painting Quake skins? It has to work, right?

I'm exporting an 8-bit, indexed PCX file... 
It Seems Right 
 
See, it's weird ... if I fill a texture with that light blue color (third row, far right side) it shows up black inside of Quake and in Trenchbroom it's a deep royal blue.

Fuuuuck. 
Warren 
Maybe there's something helpful in this tutorial? http://ccorner.duke4.net/conversion-to-8-bit-palette/
Check the "image -> mode -> color table" window looks the same as the quake palette? 
Warren 
Are you just flood filling skins with a single colour to test them? Some engines respond badly to that... They try to replace the bright blue backgrounds on some models with black to get rid of blue seams. However, they do this by flood-filling in black from the pixel in the top left of the skin to all adjacent same coloured pixels. Best to always make sure that pixel is a different colour to the rest of the skin. 
Re: Shifting Rows 
Photoshop has a dodgy PCX support, it seems. When you open Doom or Quake screenshots in it, they're greycale and with aspect ratio correction applied for some reason.

Exporting PCX images incompatible with Quake would make sense in this light. 
 
Thanks for the info guys, that's all useful!

So if Photoshop is dodgy, what's the recommended program to use for skinning models? What has good, solid PCX support? Or is PCX even the way to go? 
Fbxtomdl Support 
Image-wise, fbxtomdl supports 3 formats: pcx, tga and bmp. It is limited however by which variants of these formats the Python Image Library can load - I know that it doesn't cope well with 8-bit bmp files. You can use 24-bit skins and let the tool convert them, but there are times when, even if you've only used colours from the palette, that conversion can do undesirable things with fullbrights. So I'd recommend trying to get an 8-bit format working; if you want to stick with Photoshop maybe tga will work out well, if you want pcx support I've found GIMP works fine.

On the trail of the default skin bug, it's a bloody weird one. The bug doesn't occur in the python version, it's a side effect of the .exe conversion. The weird thing is that the bug occurs if your command line is "fbxtomdl.exe", but if you omit the ".exe" part then it works as intended. At least we have a workaround now... 
 
OK, neat. A 24-bit TGA converts accurately so maybe I'll roll with that for now. It will at least get me started... 
Dwere 
the pcx format that is used only has the bare minimum information contained in it. it does not contain the actual colour information of the indices used for each pixel so photoshop takes a guess and loads them as greyscale with 0 being black and 255 being white.
not sure about the aspect ratio, but likely something similar. 
 
So, QME won't even install on Windows8. Windows just refuses to even try. What can I use to open up an MDL and look at the innards?

I want to figure out how to auto-animate my mesh, for example. Like the walltorch does... 
QME 
 
Won't install. Windows8 says, "This won't work on your PC, LOL". 
 
did you try the zip file i linked? it's just the qme folder. 
 
BUT the full install works, thanks necros! 
Windows8 Says, "This Won't Work On Your PC, LOL". 
The LOL is included in your Windows message !? 
 
I wish it was! More OSes should make fun of you during normal usage. 
 
Windows is much too serious for that. 
Technical Note 
I think the issue is that QMe won't install on 64 bit processor machines, because the program is 32 bit but the installer is 16 bit. This was a common technique in the mid 90s, so you could at least display a message to people in the 16 bit world that the program wasn't compatible. 
 
Probably my last noob question ... why does the walltorch auto animate? I'm looking at it in QME and I don't see a flag or whatever that would tell Quake to animate it.

The QuakeC doesn't seem to initiate it so ... bluh?

https://dl.dropboxusercontent.com/u/161473/Misc/TorchQuestion.jpg 
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