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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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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. 
 
I've tried to use Gmax for Q1 at some point, but I could never make it work. Even if I'd figure out what I was doing wrong, it didn't seem like a vey good choice, workflow-wise - too much hackiness. 
 
Gmax is insanely old at this point, try the free educational versions of the new 3dsmax instead. 
From Blender To Quake: How Does It Work? 
I've always to ask questions regarding modelling and animating in Blender and exporting it to Quake.
I've been known recently about Shape Keys (https://www.blender.org/manual/animation/techs/shape/shape_keys.html) for animations, and importing .mdl files directly into Blender (with Bill Currie's MDL addon) helps me scale my models properly. I also have QME to know how many frames one models hold, but still want to know these:

1/What is the method to export shape key frames as .mdl frames? And what is the method to be able to see/chose frames in mdl files in Blender?

2/How can I deal with frame interpolation with Darkplaces? For example, the Super Nailgun rotates fine while shooting, but Zerstorer's Chaingun just distorts like crazy while shooting.

3/Kind of off-topic (but still relevent on the whole export models in quake subject) but how do I prevent Photoshop to turn textures that have the quake palette applied on into noisy pictures? 
Answers For Daya 
1/What is the method to export shape key frames as .mdl frames? And what is the method to be able to see/chose frames in mdl files in Blender?

Can you clarify this question a bit for me - what are you expecting to happen when you export the model, and what is actually happening when you try?

2/How can I deal with frame interpolation with Darkplaces? For example, the Super Nailgun rotates fine while shooting, but Zerstorer's Chaingun just distorts like crazy while shooting.

First an explanation of what's happening with zerst�rer's chaingun. Open up the chaingun model in QME, and paint one side of the rotating barrel blue, and the other side red. Now if you look at frame fire5, you'll see the barrel is actually the same way up as fire1, even though it should be rotated 180 degrees to continue the animation smoothly. Of course, when zer was released there was no interpolation, so this was completely fine - both ways up looked the same!

The fix is to rotate the barrels 180 degrees in frames fire5 - fire8. Then interpolation in darkplaces is a lot better - it still goes wonky when you go from firing to not-firing, because the not-firing pose is always fire1. The way to fix that would be to rewrite the code so the game never jumps to a frame which isn't the next in the loop - e.g. if the player stops firing after fire2, then use fire3 as the non-firing pose, then start the next attack with fire4.

In general, to make a model interpolation friendly, you have to be thinking about the transitions between frames. So the code needs to only ever set a new frame that smoothly blends from the last frame, and your model needs to have poses where every part of the model makes a continuous motion from any previous frame to any subsequent frame. Both halves need to work together for the best effect.

3/Kind of off-topic (but still relevent on the whole export models in quake subject) but how do I prevent Photoshop to turn textures that have the quake palette applied on into noisy pictures?

You have to create your textures in the Quake palette, so the important thing is to only use colours already in that palette, or colours close to them, when painting the texture. The more closely you follow the colours in the game, the less noisy your image will be when you convert it. I tried to look for a good guide to creating images in a specific palette, then best I could find is this zealous article which nevertheless has lots of useful technique points:
http://pixeljoint.com/forum/forum_posts.asp?TID=11299 
 
I'm not sure, but the last one might be about automatic dithering, which indeed makes a lot of noise. Deliberately, but it's not always for the better.

I'd advice turning it off by default. Color conversion menu should have all necessary options.

Oh, and I don't think that pixel art guidelines are appropriate for Quake graphics. Unless I missed something. 
Preach, For Question 1 
I'm asking how I can make animations/animation frames in Blender and make sure the exported mdl file has them too, or if I need to export each frame as their own model and make sure I can import them as frames in QME.

And dwere don't worry, when I try to texture I try my best to replicate the quake aesthetics ;)
And thanks for the tip about automatic dithering, that should do it since even if I try to make a simple texture that uses quake colors it still comes out as grainy. 
Current State 
I'm asking how I can make animations/animation frames in Blender and make sure the exported mdl file has them too, or if I need to export each frame as their own model and make sure I can import them as frames in QME.

So at the moment, you are able to create models with more than one pose, and you are able to export them from Blender, but when they are exported they only have a single frame? And you have a way of changing which pose that frame is?

I'm not very familiar with this blender plugin, but I had a quick try and I was able to import a model, then export it again, and the exported model had all the frames. So it is possible to get it to export animations all in one go, it's just a matter of finding out where it's going wrong and what can be done... 
One More Thing 
It might be good if you can upload one of your blender files so I can have a look at what you have, and try to play around with it. 
 
I think the amount of frames exported depends on which frame is currently selected. Or something. I forgot. 
 
I'm max there was an issue once where I couldn't export all frames and I found I had to add a keyframe at the end that, maybe this is something similar? 
Blender's Timeline = Animation Frames 
Just saw that the timeline at the bottom of Blender's window actually stands for animations, as I discovered by importing an mdl file containing frames and fucking around with the timeline cursor.

Life's good, and I'm off doing models for Quake now! 
Texturing Help? 
Doing a double post, but:

I'm currently doing texture work for my machine gun, and the only way I found out to work with quake's palette limitation and making the texture look like quake is to use MS Paint, taking parts of the quake weapons' textures and working pixels by pixels.

Of course that's extremely tedious and eats a lot of time.
But since I have Photoshop CS6, is there a way to optimize texture work through it? 
Textures 
We had a big discussion on suitable editors for quake textures about a week ago in mapping help, see the following posts for the bulk of it:

http://celephais.net/board/view_thread.php?id=4&start=15380&end=15429 
Quake Palette I PS 
Daya: You can make 256 color palette in PS or GIMP, so you can convert your texture to color spectrum from this palette. You must copy Quake colors manually to PS Color Table and save it for later use.
Here take a look: http://graphicdesign.stackexchange.com/questions/654/convert-a-pattern-photo-to-a-given-palette 
QUAKE <===> GIMP 
I have one for GIMP somewhere, if someone interested... 
Wally1.55B 
For your convienence I just uploaded the good old program Wally up to Quaketastic.
It is one of the good wad editors that were on the WadFather back in 2001 and can be very usefull if you're doing things with quake's texture.
It has a lot of feathers you can use, and is more specific than texmex.
My download confirms it is a dangerous program.

If it is more dangerous than the squad be aware,
so download on your own risk.

wally 
The More The Better 
Wally was already at Quaketastic and is also available at Quaddicted.

https://www.quaddicted.com/files/tools/wally_155b.exe

http://quaketastic.com/files/tools/windows/wad_editors/Wally-155B.zip

I only knew because I went looking for it earlier this year. 
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