News | Forum | People | FAQ | Links | Search | Register | Log in
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".
First | Previous | Next | Last
Animated Mesh Export Issue (QME Related ;c ) 
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 
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. 
Yeaah Boyyyyyyyyyyy 
Good Work Daya, 
I am envious. I would love to make a model for Quake 
 
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 
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... 
 
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 
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 
A simple model viewer QC mod would suffice. I assume one is already out there - anyone know? 
Even Better 
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 
it's all flooding back now...

I'll have a go cheers 
Model Viewer... 
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 
I'll check that out - cheers necros! 
Step 2 WIP, Gatling Gun 
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. 
Kinn 
 
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 
 
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 
My goodness... it works. It renders bsp, you can navigate thru the level. 
#981, #982 
Cheers, it would appear now that my .mdl viewing predicaments have been alleviated :} 
Video Footage Of The Infantry Gun In Action 
Without frame interpolation: http://webm.host/b5668/vid.webm

With frame interpolation: http://webm.host/a0164/vid.webm 
Nice! 
 
Shambler Remake In The Works. 
https://dl.dropboxusercontent.com/u/1849053/Shambler_Wip_02.jpg

Posting this here... nibbling away at my shambler remake. 
Looks Great! 
Fur? 
 
Looks more like a suit than fur so far. :P
Good luck with getting the animations to be tolerable though. :s 
First | Previous | Next | Last
You must be logged in to post in this thread.
Website copyright © 2002-2024 John Fitzgibbons. All posts are copyright their respective authors.