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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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@Daya 
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! 
 
 
Yep 
Those are rad. 
Nice... 
Origami :) 
This You Need 
Find yourself this little prog,
load your beloved dxf model,
get some glue and scissors,
paint them up..,

and they're yours! 
Lovely 
Thx! No more staring at faint lcds, im out sniffin some glue. 
3D Printer 
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 
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"> 
No 
it doesn't, so don't! 
Fixed Link 
http://i59.tinypic.com/10wtm4x.jpg

coo! is that your model Madfox? 
Nice!! 
needs a lick of paint :) 
 
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 
Make me a Quake pen-and-paper RPG 
 
"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!" 
 
having a single quicksave token in a tabletop RPG sounds like an intriguing idea tbh 
 
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 
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. 
 
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... 
 
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 
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. 
 
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? 
Intersections 
I've been trying Gmax and Noeisis, but fot some reason I can't get grip on it. Although it is a bit queer to explain in my ducktalk, but here is what happens.

After I have exported a model in quake, let's say player.mdl - pose axpain1.
This dxf is the first picture, it shows a part of the knee with open squares.
I import the model into my model studio and it appears as the same dxf as qmle.
When I export it back again as dxf or any other extentions, it is filled with intersections.

I won't care that much, but for making a good pose for a quake model it becomes incompatible with the original file.
I once modelled an enforcer in Gmax, that kept the original tris/vert count, but Iremember I had a hard time with it. 
 
Dunno, all I can say is check what you're doing during import and export as well as what modifiers you are using. Extra faces like that don't happen randomly. 
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