Damn QmE
#890 posted by
aDaya on 2015/03/03 00:58:25
Okay this is wierd
Some times ago I was able to Import the nailgun moel into Blender thanks to that mdl script
Now I want to mess with Q2's chaingun model, so I saved it as a .mdl model. Messy palette aside (I verified if qmE can open the resulting mdl file), I try to import it in Blender but it can't open it, saying "Unrecognized format: RAPO 50".
Anyone got a solution to this?
#891 posted by
necros on 2015/03/03 05:44:56
you could try using another model editor such as QuArK. Open the .mdl in that and save. That *may* correct the format and allow you to open it in blender.
@Daya
#892 posted by Spike on 2015/03/03 07:36:01
RAPO says you saved it in hexen2mp's (aka: portals, or pop) model format. There should be some option to switch back to quake's model format instead somewhere (disclaimer: its been a looong time since I used qme). And then you can open it with qme and reexport to quake's format instead.
That Did It Necros, Thanks!
#893 posted by
aDaya on 2015/03/03 10:57:50
This You Need
#897 posted by
madfox on 2015/03/09 01:42:44
Find yourself
this little prog,
load your beloved dxf model,
get some glue and scissors,
paint them up..,
and they're yours!
Lovely
#898 posted by
mfx on 2015/03/09 01:58:03
Thx! No more staring at faint lcds, im out sniffin some glue.
3D Printer
#899 posted by
JPL on 2015/03/09 10:01:14
Has anybody tried already to reproduce Quake monsters with a 3D printer ?
I Don't Think So
But if there's anybody who should, it's Madfox.
I Thoughed So
#901 posted by
madfox on 2015/03/10 23:57:03
It's possible.., although making the flatten layout of the dxf model results into a scattered field of forms.
I tried to fill in the player's skinn into it, but with all fields in diverse angles my printer got blurred.
not sure if the link works, I got a troubled server.
<img src="http://i59.tinypic.com/10wtm4x.jpg" border="0" alt="Image and video hosting by TinyPic">
Fixed Link
#903 posted by
ericw on 2015/03/11 00:09:23
#905 posted by
Kinn on 2015/03/11 02:05:07
I wanna see some 28mm models of quake monsters made in the style of 3rd edition warhammer minis (not the new rubbish), and painted by Shambler.
Smabler
#906 posted by
Zwiffle on 2015/03/11 02:06:39
Make me a Quake pen-and-paper RPG
#907 posted by
- on 2015/03/11 04:03:51
"You are in a dark castle controlled by the evil minions of Quake!"
"I shoot a rocket"
"There's nothing here"
"I want to check for secrets!"
"It's too dark, you can't see any hints on the wall. There's nothing for you to aim at."
"I attack the darkness!"
"Ok fine. You shoot a rocket. It hits a Shambler you hadn't noticed and does basically no damage and you are instantly hit with a 4d20 LightningBolt and turn into a fine gooey paste"
"I quickload!"
#908 posted by
Lunaran on 2015/03/11 17:11:06
having a single quicksave token in a tabletop RPG sounds like an intriguing idea tbh
#909 posted by
- on 2015/03/11 18:58:37
If I remember right, I think Descent: Journeys in the Dark had extra life tokens (maybe it was just health potions? there were a fuck load of tokens in that game) you could buy in town because sometimes the overlord player was a dick and would save up 'threat'so as to spawn a ton of extra monsters along with a dragon and murder the heroes over and over again. (Players won by completing the dungeons, Overlord won by collecting enough 'conquest' tokens via killing the players)
GTKRadiant 1.5 Displaying Mdl Error
#910 posted by
hypnos on 2015/03/23 18:00:11
Not that critical but out of curiosity does anyone know why this happens in radiant:
https://www.flickr.com/photos/129414687@N03/16287396643/
The models show up fine in game, the original models also show up fine in the editor.
#911 posted by
necros on 2015/03/24 00:15:06
is that a special version of the ammo box? I notice there's an inset area where the shells are. Maybe there's a cached version in the editor that is the original one?? no clue though, just guessing...
#912 posted by Hypnos on 2015/03/25 02:05:31
Nothing to do with caching as you have to point to what model to use... I'm guessing it's on radiant's side on how it reads the format as it reads fine in Qme and Quark.
Model In/export
#913 posted by
madfox on 2015/08/05 02:02:46
While working on new quake models I came to a stuborn problem I can't avoid.
It all centers on the standard *.mdl para's of the vertices-triangle compatibility.
If Quake uses a player.mdl it has 212 verts and 408 tris.
If I make a new model, extracted to a *.3DS or*.DXF from Qmle, use it in my own animation studio to reanimate, and export it again it contains 213verts-729tris.
This won't compair with the original file in qmle and caused me a lot of wondering.
Then when viewing the imported dxf file I saw that all joints of the model have 2 intersections on the triangle, that the quake1 model hasn't. So for example the wrist suddenly has four extra vertices inside.
It is due to the rule of *.dxf to convert all tris into two vertices.
That's what makes the outer limit of 729 in stead of 408.
Only way I can se now is, how can I delete these intersections. I don't need them.
I could make my own model and then wrench qmle out of the intersections on the base model, so the poses will follow.
But that makes no sense to me, it would be much simpler to keep hold of the original dxf.
#914 posted by
necros on 2015/08/05 03:24:44
odd, i never had those problems when i worked with dxf and 3ds max... are you sure your settings aren't messed up in some way?