First Quake mdl question
First Quake mdl question
I'm trying to make my 1st animated Quake model. Could someone tell me, step-by-step, how to do it starting in 3ds Max or GMAX, naming some softwares along the way? Or point me to a tutorial?
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Lamborghini islero specifications
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Lamborghini islero specifications
Last edited by asdqwe on Tue Mar 08, 2011 10:08 am, edited 1 time in total.
You won't find any tutorials on making a quake model in MAX, but that doesn't matter. The same principles apply no matter what game you are modelling for, so look up any 3ds max modelling tutorial (and there are thousands).
Here is an excellent step-by-step character modelling tutorial for max: http://www.bakaneko.com/howto/computer/ ... age01.html
Once you have it modelled and animated in max you'll need to export to mdl, but that's a way off yet.
Here is an excellent step-by-step character modelling tutorial for max: http://www.bakaneko.com/howto/computer/ ... age01.html
Once you have it modelled and animated in max you'll need to export to mdl, but that's a way off yet.
Apathy Now!
I _already_ know how to model & animate in MAX. What I need to know is how to convert my 3ds max file to a mdl.
I'd like to know the whole workflow of getting an _animated_ mdl.
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Penny Stock
I'd like to know the whole workflow of getting an _animated_ mdl.
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Penny Stock
Last edited by asdqwe on Tue Mar 08, 2011 10:09 am, edited 1 time in total.
Thanks to all! But I did it via Modelgen and Texmake. I got an animated mdl file.
... now I have another question: I need to create a skin that fits on the model. Is there any unwrap facility that shows the seam lines between the skin and the black background? QME 2.3 has it but when I export the texture to edit it in some program, it doesn't save the seam lines. And I don't want to paint on the model, like in QME 3.
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Suzuki H engine specifications
... now I have another question: I need to create a skin that fits on the model. Is there any unwrap facility that shows the seam lines between the skin and the black background? QME 2.3 has it but when I export the texture to edit it in some program, it doesn't save the seam lines. And I don't want to paint on the model, like in QME 3.
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Suzuki H engine specifications
Last edited by asdqwe on Tue Feb 01, 2011 9:41 pm, edited 1 time in total.
I've tried the Paint Triangles option and it's not showing them correctly- there are stray pixels that aren't part of any polygon.
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vaporizers
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vaporizers
Last edited by asdqwe on Tue Feb 01, 2011 9:41 pm, edited 1 time in total.
Presumably that means that there are stray verticies/tris that are not part of your model too?asdqwe wrote:I've tried the Paint Triangles option and it's not showing them correctly- there are stray pixels that aren't part of any polygon.
Quake models have an extra 'side' flag on verticies, which adds half the width of the skin to the horizontal texture coord (whatever you want to call it) (technical note: reusing a vertex but with a different tex coord speeds up sw rendering slightly. It has no effect in GL).
Thus for an authentic model, you use half the skin for the front of your model, and half the skin for the back of it.
Of course it all works fine if you completely ignore the back-facing vert flags, so long as you keep the flags clear.