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
#990 posted by Spike on 2015/10/05 19:24:41
Looks more like a suit than fur so far. :P
Good luck with getting the animations to be tolerable though. :s
#991 posted by
Kinn on 2015/10/05 19:48:17
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
#993 posted by
ijed on 2015/10/05 20:36:39
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
#995 posted by
Kinn on 2015/10/05 21:19:05
tbh, you could make it 1/4 the polycount and you wouldn't notice the difference in game.
Skin Size
#996 posted by
madfox on 2015/10/05 21:45:49
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?
#997 posted by
necros on 2015/10/06 02:11:04
i believe the max height of a skin is........ 320?
and the max width is something like 2048..?
Not Sure About Fur
#998 posted by
Skiffy on 2015/10/06 02:14:43
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.