MP1: SoA - Laser Cannon Remodel - Need Assistance
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MP1: SoA - Laser Cannon Remodel - Need Assistance
Hi there I have been doing a remodel of the Scourge of Armagon Laser Cannon - however I am HORRIBLE at unwrapping a model for skinning. I can do it sometimes but this model is just not working for me (unwrapping).
Was wondering if someone could help me out, I have it already split into groups which are colored.
http://quakeone.com/forums/quake-mod-re ... annon.html
This is my work in progress thread.
Was wondering if someone could help me out, I have it already split into groups which are colored.
http://quakeone.com/forums/quake-mod-re ... annon.html
This is my work in progress thread.
- ooppee
- Posts: 70
- Joined: Thu Oct 28, 2010 2:57 am
ahh ic. well i would suggest learning 3ds max again. it makes everything millions times easier. 2011 runs very smoothly im running it on this netbook which is a pos. look up a couple tutorials on youtube. otherwise i suggest you check out lith unwrap.
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ceriux - Posts: 2223
- Joined: Sat Sep 06, 2008 3:30 pm
- Location: Indiana, USA
Thanks for the tip on Lith Unwrap - I ended up using a program called "Ultimate Unwrap" and did exactly what I needed
http://img217.imageshack.us/i/almostdonetexturing.jpg/

http://img217.imageshack.us/i/almostdonetexturing.jpg/

- ooppee
- Posts: 70
- Joined: Thu Oct 28, 2010 2:57 am
ceriux wrote: otherwise i suggest you check out lith unwrap.
OH HELL NO
I'd suggest Blender to unwrap the model. Use .OBJ as an exchange format to-and-fro
the seam marking feature plus the coooool pin live unwrapping will make unwrapping a snap for you!
i should not be here
- leileilol
- Posts: 2783
- Joined: Fri Oct 15, 2004 3:23 am
Paintshop Pro 7. I did use some of Quake Retexturing Project's textures as a base (to ensure it keeps the Quake look).
For the barrels - yeah they will animate like the original model - 2 lower barells fire together followed by top itself.
With Darkplaces - the red areas will glow in and out (shaders file) if all goes well. Since I have the mesh - making this effect by splitting the mesh into 2 texture areas - that will be easy.
For the barrels - yeah they will animate like the original model - 2 lower barells fire together followed by top itself.
With Darkplaces - the red areas will glow in and out (shaders file) if all goes well. Since I have the mesh - making this effect by splitting the mesh into 2 texture areas - that will be easy.
- ooppee
- Posts: 70
- Joined: Thu Oct 28, 2010 2:57 am
ooppee wrote:Got her running ingame - now for animations (shaders are secondary)
Looks made of wood
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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frag.machine - Posts: 2090
- Joined: Sat Nov 25, 2006 1:49 pm
Re-did the entire view model.
http://www.sendspace.com/file/4sxepq
It's a test version - uses the old firing animation of the old view model - so firing is wonky. Just compiled it so people can see it ingame and see the pickup model with the animated glowing shader.
More skinwork was done too. Need Darkplaces to use this as it uses the "framegroups" file. So if used in other engines may get glitches.[/u][/i]
http://www.sendspace.com/file/4sxepq
It's a test version - uses the old firing animation of the old view model - so firing is wonky. Just compiled it so people can see it ingame and see the pickup model with the animated glowing shader.
More skinwork was done too. Need Darkplaces to use this as it uses the "framegroups" file. So if used in other engines may get glitches.[/u][/i]
- ooppee
- Posts: 70
- Joined: Thu Oct 28, 2010 2:57 am
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