Search found 61 matches
- Fri Apr 04, 2008 4:36 pm
- Forum: General Discussion
- Topic: model animation...
- Replies: 7
- Views: 2502
When I want to convert to MDL or MD2 i have to use Quick3D, then resave it in qME. The cons are that quick3d vertically flips the UVmap, and also it destroys the normals. ugly but it's my only md2/mdl pipeline :( Seriously, Quark does a pretty nice job from what I have seen. Try it out. Not a good ...
- Fri Apr 04, 2008 4:24 pm
- Forum: General Discussion
- Topic: model animation...
- Replies: 7
- Views: 2502
model animation...
Read Preaches tutorial on Qexpo and everything... Been trying to get some help from Blender3D forums about animating directly into Shape Keys etc... But what I am hearing is simply to: Put together the animation and everything as a Quake 2 or 3 model, animate then find an application (Quark) to do t...
- Fri Apr 04, 2008 2:16 pm
- Forum: General Discussion
- Topic: (Old) unreleased mods you would like to get your hands on
- Replies: 16
- Views: 5306
Hmm... I have been looking for a specific mod that I have somewhere on CD that has a grenade, that when it hits the ground causes a shockwave of explosions... It was just really fun watching it wipe rooms clean, but also dodging the blast yourself. that is all I want back really, but other mods woul...
- Thu Apr 03, 2008 2:35 pm
- Forum: General Discussion
- Topic: Hey, getting back into the community.
- Replies: 9
- Views: 2585
A good modeler would certainly come in handy in this community :) Well, maybe I'm just talking for myself, because I suck at modelling :P Well I don't think modeling is the problem, it is the animations that really screw things up for people, because Quake's animation system sucks. I think I might ...
- Wed Apr 02, 2008 8:06 pm
- Forum: Modeling
- Topic: Blender MDL export
- Replies: 45
- Views: 33835
Ok, sorry about the double post, but the in terms of using blender for animations I have noticed that Shape Keys are used and not the IPO driver. So I am guessing right now, but it seems like you CAN model in blender and use a skeleton based animation, then assign Shape Keys per frame for the model....
- Wed Apr 02, 2008 2:40 pm
- Forum: General Discussion
- Topic: A Change in the Winds
- Replies: 12
- Views: 3445
- Tue Apr 01, 2008 9:54 pm
- Forum: General Discussion
- Topic: Hey, getting back into the community.
- Replies: 9
- Views: 2585
Anywho, if you ever need any help with getting a new monster into quake, give me a holler and I'll see what I can come up with. :wink: (even though I'm not all that great at modelling organics, I can definatly help out with coding and some mapping) Mapping is where I have no experience. So I will n...
- Tue Apr 01, 2008 7:28 pm
- Forum: General Discussion
- Topic: A Change in the Winds
- Replies: 12
- Views: 3445
- Tue Apr 01, 2008 7:21 pm
- Forum: General Discussion
- Topic: Hey, getting back into the community.
- Replies: 9
- Views: 2585
Very nice, ShoTro! I especially like the hunter, I don't suppose you could be convinced to skin and animate that guy (well creature) into some freaky cybernetic vore / vore sister species? I'd be willing to help with the code and a demo map for it. (/me imagines that fighting against that thing wit...
- Tue Apr 01, 2008 5:25 pm
- Forum: Modeling
- Topic: Blender MDL export
- Replies: 45
- Views: 33835
Hey thanks Dr. Shadowborg and Leileilol. For the palette there was a converter out there so I got it working pretty fast. I am trying to figure out how the best way to import would be, frame by frame seems to work fine for what I am doing since I am looking at the characters geometry and scale Vs my...
- Tue Apr 01, 2008 4:13 pm
- Forum: Modeling
- Topic: Blender MDL export
- Replies: 45
- Views: 33835
Might be a stupid question, but is there any import for Quake MDL format models in Blender 3d? You could convert a MDL to MD2 or MD3 then import that But how? The issue is I can't seem to find any practical export from MDL. I thought Milkshape would have a way to open MDL so I could export as MD2, ...
- Tue Apr 01, 2008 3:24 pm
- Forum: Modeling
- Topic: Blender MDL export
- Replies: 45
- Views: 33835
Might be a stupid question, but is there any import for Quake MDL format models in Blender 3d? Update: Nevermind, did a DXF export from qMe and then imported into blender just fine. A single frame is all I needed. Does anyone know if the script ignores bones and just collects the mesh data? (Sorry a...
- Thu Mar 27, 2008 7:05 pm
- Forum: Gameplay & Design
- Topic: Incorperating elements into gameplay
- Replies: 5
- Views: 10706
Deep Ones: As long as you can tell where water is (which is hard in quake sometimes without waypointing or other hint objects), you can definitely have creatures that will move in and out of liquid. I agree, it might take a decent effort on the part of the map designer to help put these effects tog...
- Thu Mar 27, 2008 3:25 pm
- Forum: Gameplay & Design
- Topic: Incorperating elements into gameplay
- Replies: 5
- Views: 10706
Incorperating elements into gameplay
Without modifying the default weapon set but adding new creatures to the universe, would taking some of the raw elements that are focused on in Lovecraft's works destroy the game? Creature idea: Deep Ones: Description - Like a humanoid rot-fish the deep ones get their power from the sea. Immune to a...
- Tue Mar 18, 2008 3:52 pm
- Forum: General Discussion
- Topic: Hey, getting back into the community.
- Replies: 9
- Views: 2585
Hi! Some interesting potential there. Looking forward to what you have to show! Regarding Quoth, I've seen Kell lurk here some, and even post a few times - don't recall if I've seen necros around, but they're more active at func_msgboard which is heavily mapping oriented - and Quoth is kind of the ...