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Member 1011 posts
Registered: Feb 2006
well I assumed you were talking about this bit where he talks about md3 -> mdl i'we been using Quick3D to convert md3 to mdl, but that program sucks, sometimes it doubles the vertice count and it goes over the limit, and then it mirrors the texture cordinates... find me a better way to convert md3 to mdl and i'll think about releasing a mdl pack I don't think he has much problem going the other way as he is merely comparing his new model size and shape to the original I thought qME would export to autocad / max anyway?
Member 251 posts
Registered: Mar 2006
Yes, but 3d studio max 8:s opinion on those files is that they contain errors. And you're right on that part, don't need the texture cordinates to compare the size and shape of the model. Allthough a nice way to convert from max directly to mdl would be a nice thing to have, since some have been asking if i will do a mdl release...
Member 1011 posts
Registered: Feb 2006
Member 251 posts
Registered: Mar 2006
yeah, but look what it does to my texture cordinates... http://www.kolumbus.fi/ruohis/temp/img1.jpg http://www.kolumbus.fi/ruohis/temp/img2.jpg
Member 1011 posts
Registered: Feb 2006
strange
e-mail monkeyrat at plaguedmonkeyrat@gmail.com and ask him how he did it for his pak of models cos I thought he used qME with .3ds
Member 27 posts
Registered: Apr 2006
md2 import in qme seems to be the best animation and uvs but exporting that to mdl causes a version error in qw.. no idea if I am missing something there. to use 3ds in qme probably have to create a seperate frame and flatten out the model so qme's automapping works how you want it to.
Member 447 posts
Registered: Jan 2006
The GL looks great, I look forward to seeing the animated version. But I agree about the SNG, the barrels should be less shiny. Teamplay is nothing. Aim is everything. OBEY YOUR AIM
http://img178.imageshack.us/img178/9017/end2ub.jpg
Member 811 posts
Registered: Jan 1970
Nah exporting it from max as a md3 with the right frames of animation is the way to go. It keeps your unwrapping/uvw co-ords and everything. Just use quick3d to save the md3 down to mdl, but use a smaller version of your tga texture when you do, say 256x256 pixels or even 128x128. Keep the full res texture for md3 though. QMEs only good for adding the flags in for your new mdl and changing its texture.
Member 16 posts
Registered: Feb 2006
Is there any chance we can download any new model (ammo boxes or weapons) before friday evening? That's my last chance to actually use them at the LAN i'm going to.
Member 251 posts
Registered: Mar 2006
sent you a msg regarding that http://www.kolumbus.fi/ruohis/temp/v_nail.jpg the nailgun v_model is starting to take shape, what are your opinions on the screws in the texture? http://www.kolumbus.fi/ruohis/temp/g_light_new.jpg did some changes that people wanted to the lightning gun, more straight and stuff, also made a few other changes here's the old for comparison: http://www.kolumbus.fi/ruohis/temp/weapons/light.jpg http://www.kolumbus.fi/ruohis/temp/g_rock_new.jpg took off some of the roundness on the brown things on the front of the gun, also made them a bit smaller and moved the whole thing more forward. and what do you guys think about the grenade that is visible under the / \ thingies? personally i think it gives the model some more depth...
Member 248 posts
Registered: Jan 2006
http://www.kolumbus.fi/ruohis/temp/v_nail.jpg the nailgun v_model is starting to take shape, what are your opinions on the screws in the texture? If your going for faithfull then skip the screws, quake never had enough detail to be able to see a screw (still, i like them now...)
Administrator 2058 posts
Registered: Jan 2006
sent you a msg regarding that http://www.kolumbus.fi/ruohis/temp/v_nail.jpg the nailgun v_model is starting to take shape, what are your opinions on the screws in the texture? http://www.kolumbus.fi/ruohis/temp/g_light_new.jpg did some changes that people wanted to the lightning gun, more straight and stuff, also made a few other changes here's the old for comparison: http://www.kolumbus.fi/ruohis/temp/weapons/light.jpg http://www.kolumbus.fi/ruohis/temp/g_rock_new.jpg took off some of the roundness on the brown things on the front of the gun, also made them a bit smaller and moved the whole thing more forward. and what do you guys think about the grenade that is visible under the / \ thingies? personally i think it gives the model some more depth... the model looks nice but it has the wrong perspective i want to see it as you see it in quake before judging it the old lightning gun was better (i personally loved the round one - release both perhaps?) the grenade inside the gl looks really cool. will it be visible in the v_model, and if it is, will it "shoot out" once fired?
Member 251 posts
Registered: Mar 2006
the grenade is also included in the animation, it does a reloading motion and gives it the effect of something actually flying out of the barrel and then a "new grenade" loads back in to place
Member 1754 posts
Registered: Jan 2006
Member 1026 posts
Registered: Feb 2006
ye
Member 251 posts
Registered: Mar 2006
one ammobox pack will be released very soon, within 1-2 weeks, probably closer to 1 week.. you'we seen the old models, those are still in the process of being textured so to spend the time i did another set, and i won't show you any images before they are done, lets just call it a surprise and yes, this is open to speculation, and no, it's not the player model but i promise, you will like them
Member 805 posts
Registered: Mar 2006
is the player model included in this pack? https://tinyurl.com/qwbrasil - QuakeFiles
Member 811 posts
Registered: Jan 1970
any news , ssshots ? i can't wait ...
Member 251 posts
Registered: Mar 2006
got tired of keeping you in suspense http://www.kolumbus.fi/ruohis/temp/boxes6.jpg still need a few days-week of tweaking, but when i'm done this will be one faithfull b_model pack why the time to tweak you might be asking... well this is why: http://www.kolumbus.fi/ruohis/temp/boxes4.jpg <- that's the first version of the textures, notice the improvement from this
News Writer 2260 posts
Registered: Jan 2006
Member 811 posts
Registered: Jan 1970
Rhuois - you know how to feed my eyes !
Member 248 posts
Registered: Jan 2006
no posts here in 4 days!? I say Ruohis must be up to something special now!
News Writer 2260 posts
Registered: Jan 2006
he is probably working on something hard core, something really tastefull
News Writer 493 posts
Registered: Jan 2006
I can tell you guys now, you will be very impressed with the models.
Member 1754 posts
Registered: Jan 2006
I can say, I know I will : P
Member 1754 posts
Registered: Jan 2006
got tired of keeping you in suspense http://www.kolumbus.fi/ruohis/temp/boxes6.jpg still need a few days-week of tweaking, but when i'm done this will be one faithfull b_model pack why the time to tweak you might be asking... well this is why: http://www.kolumbus.fi/ruohis/temp/boxes4.jpg <- that's the first version of the textures, notice the improvement from this I have to bring this up again, the shaft-boxes(now that you are going for the the old models look) the cords should be red & grey the rest I just love
Member 251 posts
Registered: Mar 2006
yeah, corrected that, and since the big box cord has a tiny bit of green in it i didn't go all the way with the gray tone on that one... http://www.kolumbus.fi/ruohis/temp/grey.jpg other stuff i'we been working on: http://www.kolumbus.fi/ruohis/temp/lavabl.jpg http://www.kolumbus.fi/ruohis/temp/runetexture.jpg <- new texture (left) and old texture (right) http://www.kolumbus.fi/ruohis/temp/llg.jpg <- still trying to get the LG just right... http://www.kolumbus.fi/ruohis/temp/eyes.jpg <- omg he modelled two balls!! amazing! and ripped some other dudes textures! http://www.kolumbus.fi/ruohis/temp/frame1.jpg <- v_spike and teleport model oh, and the b_models, they are only missing shaders and they are done... allthough first i have to learn to do that, shouldn't take that much time... i hope theese will all work in ezquake, and before they upgrade their md3 support the best result will be with fteqw so with any luck we will have something released soon, i just don't want to release anything half done...
Member 811 posts
Registered: Jan 1970
will new models also have flickering shadows in ezquake with r_shadows ? i dont know cause this but now shadows flickering and some of textures too ( when they are overlaping) . it is involved with z-buffer but there is no cure for that . in some of clients shadows are opaque and then they dont flicker .
Member 1754 posts
Registered: Jan 2006
nice ruohis, hoping for a dload-link soon
Member 62 posts
Registered: Jan 2006
It sure looks very promesing! keep up the good work man!
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