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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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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 
 
Looks awesome but yeah, something like that is not gonna work in .mdl. No way, Jos�. 
Skiffy, 
that looks super nice... probably wont be able to use it in quake though. 
I Like It 
how does it compare to the uprezzed grunt and dog by Capn'bubs?

http://quakeone.com/forums/quake-mod-releases/works-progress/9573-authentic-model-improvement.html

Looks pretty close in terms of density :) 
Ijed 
looks way more hipoly and hi res textured to me. 
Very Hi Poly Yes 
tbh, you could make it 1/4 the polycount and you wouldn't notice the difference in game. 
Skin Size 
I was wondering about the skin resolution in QMLE.
I know there are several limits, I thought something like 308 x 240.

So I keep myself to these limits untill recently I found a
static model I use that has 480 x 215 and seems to work well.

Is this a marginal exception, that confirms other errors? 
 
i believe the max height of a skin is........ 320?
and the max width is something like 2048..? 
Not Sure About Fur 
Most likely wont be going with fur. We'll see what I end up with. As for the chest area yea its a little too structured looking right now. This model is going to use a 512x512 though for the final texture. which gives it the same pixel density for its size in relation to all the other monsters. This is how I see the shambler in my head when playing the game :)

I might make another lower detail one later that is closer to the original. 
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