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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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Finished My Texture After Some Time Passed In Photoshop 
http://image.noelshack.com/fichiers/2015/39/1442965830-infantrygun.png

Keep in mind, this is the first time I'm doing actual texture work, and even after applying Quake's palette, it doesn't feel that "quake-y" enough.

Any tips on accomplishing that if that's not the case here? 
 
Make the barrel blue like the sng. 
Quake-y 
Try using lower res textures(diff uv's) ATM it about q3 quality 
Quake Textures 
Tend to use mainly the darker half of the palette lines and don't have many bright bits. It's usually textures being too bright that make things look unquakey. 
Better? 
Yes 
But I think the checkerboard ork pattern on the muzzle is a bit odd. Maybe make it more transparent so you can see the metal texture underneath. That might not fix it though, since the UV cut to front is pretty harsh compared to the soft nature of the rest of the texture - created by the low res.

Maybe even remove / move it? 
 
Nah, it's something I wanted to make since day 1. Maybe doing transparency will fix it and a subtle halo surrounding the cylinder's face.

But then I've got another problem. When I export it as an .mdl file and check in QME to see if it has exported right, not only does it still have the g_nailgun texture (even though I seem to texture-assigned my texture), but the UV seems to have been reset, as I've seen while importing my bmp skin anyway. Anybody knows what's the problem here? And there doesn't seem to be parameters on the exporter either. 
 
I don't like the checkboard bit. Too bright for quake. 
Darkened The Checkerboard + Emphasized The Barrel's Top Stroke 
http://image.noelshack.com/fichiers/2015/39/1443025682-infantrygun3.png

I'm asking again, has anyone had UV-reset related problems when exporting a model to .mdl ? 'Cause it's the only thing keeping my stuff away for being Quake compatible. 
Tools And Process 
I'm asking again, has anyone had UV-reset related problems when exporting a model to .mdl ? 'Cause it's the only thing keeping my stuff away for being Quake compatible.

What's your conversion process - which program do you make the models in, and what do you use to export it? It is possible to make quake models with nice UV maps with the correct process, e.g.
https://tomeofpreach.wordpress.com/2012/12/15/ogre/
However, Quake itself had very simple back-front UVs and lots of tools don't support anything more.

RE: v3 of the skin, it's improved a lot as you've taken the feedback on board. Have you tried overlaying scuffs and scratches onto the metal to make it a bit less "clean"? It's easy to go too far the other way with that stuff but I think it's worth a try, particularly on the browner metal bits. 
Uv Reset 
You mean it deletes your UVs?

I've had all sorts of problems, even it twisting the UVs round the model in a swirl. Really it just depends on what your tool chain is with these old formats and what tyou're rying to do. Not long ago it wasn't even possible to properly Uv a model. With some trickery in Noesis you can now get around the front back limitation, but I can't even remember what the method for that was. 
Ignore Me, Listen To Preach 
 
Preach 
I'm using Blender 2.65 and using a Quake importer/exporter plug-in that is said to be "not even in alpha". I also have QuArk, but I only use it to convert quake 2 model files into .mdl files so I can import them into Blender. Maybe I can do something here related to my problem?

And if you're interested, here's the texture map of the Infantry Gun (or Nailbuster? I still hesitate between the two names) :
http://image.noelshack.com/fichiers/2015/39/1443030916-g-infglowblue.png 
In Terms Of The Texture 
It's looking good now from the screenies. The real test will be what it looks like in-game :} 
 
The best most fool proof way is to export to md3 and use preach's conversion tool. It is flawless. 
Via MD3 
Yeah, try grabbing the MD3 exporter for Blender, and then use this "compiler"

https://tomeofpreach.wordpress.com/md3tomdl/

to make an mdl file. See if that's a bit more reliable - if it's not then it may be something that Blender does and we'd need to find a Blender expert. 
The Md3 Exporter I Downloaded Isn't That Fool Proof 
The error message is as follow:

http://pastebin.com/saMveW4p

And I downloaded the exporter from here:
http://wiki.blender.org/index.php/Extensions:2.6/Py/Scripts/Import-Export/MD3

It seems to have something about the normals, but I don't think that's the case. 
Upgrade Time 
The function calc_normals_split was not present in Blender 2.65a, are you able to upgrade to 2.6.9 (which the MD3 plugin is rated for) or perhaps some more recent version? 
Uuuuuuuuuuuuuuuuuugh 
So I did just that (2.75), the md3 exporter worked fine, as well as Preach's tool, but when I open it up in QME, the model's all yellow and it has a shitload of nameless frames (even though the second time I tried that I made sure to put the timeline cursor at the very beginning).
I've seen in the InsideQC forums you have to make texture assignment, but I have NO IDEA how to do so. The post itself didn't help (and the noob-smashing tone definitively didn't help...), and even the Blender wiki itself doesn't tell you where the texture pannel is, or where the mapping tab is... https://www.blender.org/manual/render/blender_render/textures/mapping/uv/applying_image.html

It's so frustrating ;-; 
 
not very experienced with this, but try to isolate which step is going wrong. Maybe use noesis or another md3 viewer to confirm the md3 export went 100% correct, then go from there.. http://richwhitehouse.com/index.php?content=inc_projects.php#prjmp91 
Yellow Model 
My md3 converter tool doesn't know anything about the texture you applied in blender, it sounds like you've just got the default texture. One thing to try initially is using QMe to import your skin "by hand". Go to the model properties screen, and rescale the skin to match the dimensions of your texture. Then import it and check it looks correct.

If that looks right, we just need to adjust your text file that md3tomdl is using. Your file must be an 8 bit pcx file in the quake palette, and you need to specify it with a line

skinfile filename.pcx

If it's still wrong in QME, then I expect the UVs are getting corrupted somewhere. I'd go with ericw's suggestion of checking the MD3 with noesis. Then we know which step has failed. Don't give up, this bit is really frustrating the first time - but once you've made it work it ought to be much smoother next time. 
Skin Size 
I am using some static entities in my map that I scaled up very large, about 512x512 units.
Problem is that they have a skin file that is 312x156, maximum qmle has.
So in game they look rather coarsened.

Is there a way to use a high resolution in the same way the normal textures are upsized? 
 
Downloaded Noesis and the md3's texture is all white. It says there's a material but no texture.
This is literally the only thing that I can't fix, because everyone is just so fucking vague about proper texture assignment on Blender!

Also I fixed the "export with 250 frames" problem, and it was just a matter of going to the timeline and putting "start : 1" and "end : 1". 
MDL Peek 
Can you upload the MDL file, and maybe the MD3 file as well, somewhere so I can take a look? It might be that it's working well enough to make a valid MDL even if the paths on the MD3 are wrong. 
Here Ya Go 
http://www.mediafire.com/download/l6ij34q3576s8v5/infantry_gun_-_nailbuster.zip

The zip file also includes the 2.75 blender file if you're curious, as well as 2 directories, the one being the first try, and the second one where somehow the md3 exporter produced a file 100 times smaller than the first time, but the result was still the same. 
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