Search found 122 matches

by Preach
Sun May 06, 2007 1:16 am
Forum: General Discussion
Topic: Code tutorial -> Shotgun shot- shell drop
Replies: 5
Views: 2209

Yeah, if you go to tutorial 6 for the articles I wrote for qexpo, there is some guidance on how to write QC for a new model.

http://qexpo.quakedev.com/booth.php?id=32&page=186

The first half of the tutorial is how to animate things in gmax, but the second half gives an introduction to custom ...
by Preach
Fri May 04, 2007 10:50 am
Forum: QuakeC Programming
Topic: .MDL Creation solution for Linux?
Replies: 22
Views: 8356

Did the new version help with the problems you had before? Or did it just create new problems?
by Preach
Wed May 02, 2007 9:20 pm
Forum: Modeling
Topic: Blender MDL export
Replies: 45
Views: 38775

Re: Blender MDL export

New version up!

http://people.pwf.cam.ac.uk/~ajd70/mdlexport.py

Features include:
*Assigning the proper size of texture to the model(The last version would give the model the right dimension in the header but export the amount of texture data for 256X256, which would usually create invalid ...
by Preach
Mon Apr 30, 2007 9:54 am
Forum: Modeling
Topic: Blender MDL export
Replies: 45
Views: 38775

Re: Blender MDL export

Glad you found it useful. It's something that really frustrated me as well, I saw that with was possible for the first time with some models in Q1A, and so tried to replicate it. At first it seemed to always fail, then I got it to work once or twice, but couldn't see why quark would load some models ...
by Preach
Mon Apr 30, 2007 9:27 am
Forum: General Discussion
Topic: Fimg - FINAL ish
Replies: 43
Views: 32941

I think that should be http://www.inside3d.com/frikbot/fimg/fimg_v019.zip. Thanks for the fix!
by Preach
Sun Apr 29, 2007 10:20 pm
Forum: QuakeC Programming
Topic: .MDL Creation solution for Linux?
Replies: 22
Views: 8356


Ohhhh I see...

Well I was using Blender to skin the models, all you have to do is go into Edit mode, highlight all vertices on a line, do CTRL + E to "Mark Seam", then go into UV Face Select Mode and press U for Live Unwrap Transform. The problem is that Blender uses 24 bpp files and the Quake ...
by Preach
Sun Apr 29, 2007 9:49 pm
Forum: QuakeC Programming
Topic: .MDL Creation solution for Linux?
Replies: 22
Views: 8356

although at some point I might actually take it back to the old modelgen format so you can control flags/sequence names etc from the script too.

Now that I think about it a bit more, it might actually be easier/more elegant to instead of use GUI toggle/sliders to actually parse optional data from ...
by Preach
Sun Apr 29, 2007 6:13 pm
Forum: QuakeC Programming
Topic: .MDL Creation solution for Linux?
Replies: 22
Views: 8356


IIRC the skin height shouldn't be over 200 for DOS/WinQuake compatability. The width has a very high upper bounds, but for 3dfx users the texture will be automatically scaled to 256x256. Actually it may just scale in GLQuake regardless of card (dunno, engine coders definitely know more).

I think ...
by Preach
Sun Apr 29, 2007 1:01 pm
Forum: QuakeC Programming
Topic: .MDL Creation solution for Linux?
Replies: 22
Views: 8356

Sajt wrote:Are you padding the skin width to a multiple of 4?
It's always set to be 256 by 256, I would have thought the model wouldn't even load in winquake if that wasn't the case...
by Preach
Sun Apr 29, 2007 9:32 am
Forum: QuakeC Programming
Topic: .MDL Creation solution for Linux?
Replies: 22
Views: 8356

It's a work in progress, and there is something going wrong with the script I've not figured out yet. At the moment it exports something that other q1 model tools can open and then save as a proper mdl, but that's not much good if you're on linux. Can you supply a copy of the output model and ...
by Preach
Sat Apr 28, 2007 7:53 pm
Forum: Mapping
Topic: Help with understanding modding/ Character creation
Replies: 9
Views: 6316

I did some tutorials on making models for quake, but they are intermediate level not entry level. Basically they assume that you know how to make a low polygon 3D model, and then teach how to make that model into a quake format model with skins and animation. But if you want to take a look, they ...
by Preach
Sat Apr 28, 2007 7:47 pm
Forum: Modeling
Topic: Prydon Modelling
Replies: 155
Views: 77677


Oh! Sorry about that; I thought Quake had such poor polycounts on the models because anything higher slowed the system to the speed of chilled molasses.
Nevermind.

It would have done back in the days when people were playing on p75 processors, but hardware has come a long way. Most of the ...
by Preach
Sat Apr 28, 2007 9:52 am
Forum: QuakeC Programming
Topic: Translocator - getting stuck
Replies: 19
Views: 7262

Orion wrote:Yeah, but if I set to that value, his legs will "noclip" the floor, and I'll se only half legs.
Then edit the model so that the whole thing is moved 8 units vertically. You can do this with QMe or just by editing the header with a hex editor.
by Preach
Mon Apr 16, 2007 10:33 am
Forum: QuakeC Programming
Topic: Lightning gun -- help
Replies: 26
Views: 10033

How are you spawning entities without using builtins? I thought that there was only one way...
by Preach
Sat Apr 14, 2007 10:14 pm
Forum: Modeling
Topic: Blender MDL export
Replies: 45
Views: 38775

I swear I tested it and it saved, but I didn't check the file I got was the real thing, turns out it was just an error page.
http://people.pwf.cam.ac.uk/~ajd70/mdl_export.py
It's based off the md2 exporter because that's the one that comes with blender, and also because mdl is much more similar to ...