#965 posted by
aDaya on 2015/09/27 17:21:21
It's not really about distortion, but more about how some edges leave a very thin transparency line, no matter how much I try taking UV points to pixel centers. Is it related to how even models have to respect a grid too? Because I don't think Blender can do that.
If it is nothing, I can finally do the viewmodel! Speaking of which, I've been thinking of something: Instead of doing the usual fire mesh when the weapon fires, I thought about doing a Q3-like muzzleflash effect but with Powerslave's M60's muzzleflash (
http://www.spriters-resource.com/pc_computer/exhumedpowerslave/sheet/30756/ ). Will it work if I make a flat mesh with said muzzleflash surrounded by the transparency color?
Animated Mesh Export Issue (QME Related ;c )
#966 posted by
aDaya on 2015/09/29 19:58:18
So I just did the viewmodel of the Infantry Gun/Nailbuster, complete with animations, 17 in total: without counting the standstill frame, it has 1 rise-up frame with the muzzleflash appearing, the next frame has the weapon getting down a little bit, only for the next frame to kick it again with another muzzleflash appearence, and the animation goes 0-1-2-3-2-1-2-3...
It looks great in Blender, I export it as a md3 file. I open it up in Neosis and the frames play flawlessly. Now I use Preach's tool, and that's when things get wierd.
I open QME to see if things went right, but when I choose every frame except 0 and 2s QME says "Access violation at adress 00499BDF in module "qme.exe". Read of address 0000004C.", the frame doesn't show up (but frames 0 and all the 2s show up just fine) and the mouse is spazzing out until I click. What's the problem here, and how do I fix it?
Also, this is still on subject but not for this issue, for color #255 to be properly transparent, you have to add { before the texture's name, right? Because QME doesn't seem to register that, and the pruple color is still shown. And sais former problem happens even without that { thing.
Daya
I don't think masked/transparent textures work with .mdl files.
Access Violation
#968 posted by
Preach on 2015/09/29 22:21:42
Fifth is right, you can't do transparent on a mdl in standard Quake. Usually when I get an access violation in QME it's because some of the UVs have moved outside the skin limits. QME hates that, non-software engines actually cope OK with it. So that's one theory.
On the other hand, the earlier version didn't have an issue with this, so unless you had a reason to tweak the UVs it's probably not the cause. Perhaps I might need you to upload the latest file and I can take a look again.
Good Work Daya,
I am envious. I would love to make a model for Quake
#971 posted by
necros on 2015/10/02 00:13:34
good job on following that through to the end. the hardest stuff is always the first mod/model/map/whatever.
also, i really like that 'hand crafted' muzzle flash. very nice.
Nice
#972 posted by
Preach on 2015/10/02 02:54:55
Good stuff, glad all the work's paid off. I may have to write up the stuff above about how to get blender to spit out an MD3 file on my blog - it's certainly far from intuitive...
#973 posted by
Lunaran on 2015/10/02 05:22:27
that muzzleflash is 100% Wolf3D.
i can just hear it guten-tag'ing rooms full of dudes to death
Options For Previewing Quake Models In The Year Of Our Lord 2015
#974 posted by
Kinn on 2015/10/02 18:03:56
I am having no luck installing QME on my Windows 8.1 machine. I don't really have much desire to have these crappy old abandonware tools from the 90s on there either tbh.
I don't want to edit anything, just view .mdls and animations.
Has anyone suggested the idea of introducing a simple .mdl viewer into something like QuakeSpasm?
Actually
#975 posted by
Kinn on 2015/10/02 18:06:57
A simple model viewer QC mod would suffice. I assume one is already out there - anyone know?
Even Better
#976 posted by
Preach on 2015/10/02 18:14:45
Create a map with an entity class of viewthing. Then use the commands
viewmodel
viewframe
viewprev
viewnext
to play around with the model and the frames. Need a mod to set the skin I guess...
Aaahhhh
#977 posted by
Kinn on 2015/10/02 18:16:29
it's all flooding back now...
I'll have a go cheers
Model Viewer...
#978 posted by
necros on 2015/10/02 18:29:23
you can try my shitty java model 'editor':
http://shoresofnis.com/temp/ne_modelEditor.zip
it's unfinished, but you can load a
.mdl with frames, move uvs and save. you can also bulk rename frames by giving it a text file with the frame names, one per line. iirc, the 'set texture' button also works, but i think it has to be a pcx in the format from qme (eg: no palette data) so better off not using it.
Noice
#979 posted by
Kinn on 2015/10/02 18:56:44
I'll check that out - cheers necros!
Step 2 WIP, Gatling Gun
#980 posted by
aDaya on 2015/10/02 22:34:24
http://image.noelshack.com/fichiers/2015/40/1443817762-step2wip.png
This is gonna be similar to Q2's chaingun, with the difference of replacing the pre-fire state by a spin-up state.
Note that it'll only be available in a secret in the secret level of the episode, and as a secret in the final level.
#982 posted by
Lunaran on 2015/10/03 04:09:34
than was making quake web tools a while back, I'm pretty sure there's a HTML5
.mdl previewer on the web somewhere right now
ahh: https://github.com/andyp123/quake_web_tools
#983 posted by
Lunaran on 2015/10/03 04:12:28
found it, it's on his secret other site that doesn't have his name in the name
http://pecope.co/experiments/quake_web_tools/QuakeWebTools.html
O_O
#984 posted by
adib on 2015/10/03 07:21:11
My goodness... it works. It renders bsp, you can navigate thru the level.
#981, #982
#985 posted by
Kinn on 2015/10/03 11:36:42
Cheers, it would appear now that my .mdl viewing predicaments have been alleviated :}
Video Footage Of The Infantry Gun In Action
#986 posted by
aDaya on 2015/10/03 23:33:52
Shambler Remake In The Works.
#988 posted by
Skiffy on 2015/10/05 17:44:18