Discuss the creation of various model formats for Quake engines, and related matters to modeling.
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Karall wrote:God damn maybe i should just program for some other engine or something. Where can i get this palette.lmp?
Use pakscape.exe ( http://www.quake-1.com/files/developer/pakscape-011.zip ) and open pak0.pak
Or download fimg 2.0 ( http://www.inside3d.com/frikbot/fimg/ ) and it comes with palette.lmp too I believe.
The night is young. How else can I annoy the world before sunsrise? Inquisitive minds want to know ! And if they don't -- well like that ever has stopped me before ..
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Besides the skin map problem, I suggest you to reduce a bit the number of polys, specially in the weapon barrels. Remember, Quake is not optimized for high polycount models, so less is usually better.
I know FrikaC made a cgi-bin version of the quakec interpreter once and wrote part of his website in QuakeC (LordHavoc)
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The texture wasn't assigned in Blender. Not doing so will give you the checker pattern. Assign a texture to the model first before exporting, you can do this in Edit Mode by selecting all polygons, then selecting the texture you want to use in the UV/Image Editor. You can select your mesh and export from there.
i should not be here
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Hey, leileilol, I've finally reInstalled blender on Windows7 and might take some time to learn the mechanics. The only thing I learned so far was how to install it. Roughly, without creating a whole new tutorial, can i take saved separate model files to create an animated .md3 export? Or is blender just the tool used to create the individual .md3 files and another tool is used to compile them into 1 .md3 model? I dont want to make an animation in blender if it's not the way to go for use in Quake. Though, I do like what i have seen from some youTube vids of what blender can do. Either way, it's time to learn modeling, instead of weed-whacking code.
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