simplifying mdl model (quake portal gun)
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I put the model in game and I noticed some black areas near the welding of the metal arms(Fig1). Just a question: do you alter the uv coordinates in the mdl export process? Because, if I override the texture in darkplaces with v_portal.mdl_0.tga the coordinates are completely scrambled (Fig2).
For Fullbright support:
I've no experience with normal quake engine but with nexuiz/xonotic (so darkplaces engine too) I created a model once with a completely black _glow.tga and just the overbright parts coloured
In this model, if I override the textured with v_portal.mdl_0_glow.tga, nothing happens.
During this week end, I'll try to find out the solution.
For Fullbright support:
I've no experience with normal quake engine but with nexuiz/xonotic (so darkplaces engine too) I created a model once with a completely black _glow.tga and just the overbright parts coloured
In this model, if I override the textured with v_portal.mdl_0_glow.tga, nothing happens.
During this week end, I'll try to find out the solution.
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- Posts: 58
- Joined: Wed Feb 17, 2010 7:51 pm
- Location: Czech Republic
- Contact:
Oops! I didn't notice that at all!
This is normal quake MDL. There are no glow maps whatsoever. I just used that normal colored texture (changed it to 200x200 for dosquake) and that's it.
What caused that black spots AND that second problem is, that I merged gun model with BOLT1.MDL from pak0 in qME.
I this is how it got merged:
http://imagebin.org/153926
I think we have to add some bolts right to the blender file before exporting to MDL...
This is normal quake MDL. There are no glow maps whatsoever. I just used that normal colored texture (changed it to 200x200 for dosquake) and that's it.
What caused that black spots AND that second problem is, that I merged gun model with BOLT1.MDL from pak0 in qME.
I this is how it got merged:
http://imagebin.org/153926
I think we have to add some bolts right to the blender file before exporting to MDL...
Hey Siska..,
had a rough scetch, decided to replace the 24not cirkel by a 8not,
remodelled a bit and had this outcome.
Replacing resulted to a 925 tris and 3027 verts one.
I don't know if I could tighten things further, but from a far vieuw of point it has something of the valvegun.
So I could shorten up 689 tris, but had to count 3 verts in.
Anyway I was answering a 4may post , hadn't seen the others.
mayday
had a rough scetch, decided to replace the 24not cirkel by a 8not,
remodelled a bit and had this outcome.
Replacing resulted to a 925 tris and 3027 verts one.
I don't know if I could tighten things further, but from a far vieuw of point it has something of the valvegun.
So I could shorten up 689 tris, but had to count 3 verts in.
Anyway I was answering a 4may post , hadn't seen the others.
mayday