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Graphics Discussion
2006-04-04, 08:33
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1011 posts

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Feb 2006
well I assumed you were talking about this bit where he talks about md3 -> mdl

Ruohis wrote:
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?
2006-04-04, 08:53
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251 posts

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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...
2006-04-04, 11:40
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1011 posts

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Feb 2006
qME imports .3ds though doesn't it?

btw

full qME 3.0
then qME 3.1 patch
2006-04-04, 11:52
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251 posts

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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
2006-04-04, 12:09
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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
2006-04-04, 17:53
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27 posts

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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.
2006-04-04, 22:25
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447 posts

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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
2006-04-05, 12:38
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810 posts

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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.
2006-04-05, 12:39
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16 posts

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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.
2006-04-05, 17:12
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251 posts

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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...
2006-04-05, 21:13
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248 posts

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Jan 2006
Ruohis wrote:
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...)
2006-04-06, 08:29
Administrator
2058 posts

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Jan 2006
Ruohis wrote:
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?
2006-04-06, 09:59
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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
2006-04-06, 10:58
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Jan 2006
like q2? ;(
2006-04-06, 11:18
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1026 posts

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Feb 2006
ye
god damn hippies >_<
2006-04-07, 18:17
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251 posts

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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
2006-04-07, 19:16
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805 posts

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Mar 2006
is the player model included in this pack?




https://tinyurl.com/qwbrasil - QuakeFiles
2006-04-09, 14:30
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810 posts

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Jan 1970
any news , ssshots ? i can't wait ...
2006-04-10, 17:42
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251 posts

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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
2006-04-10, 18:36
News Writer
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Jan 2006
look cool!!
2006-04-10, 18:52
Member
810 posts

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Jan 1970
Rhuois - you know how to feed my eyes !
2006-04-14, 07:05
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248 posts

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Jan 2006
no posts here in 4 days!? I say Ruohis must be up to something special now!
2006-04-14, 12:00
News Writer
2260 posts

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Jan 2006
he is probably working on something hard core, something really tastefull
2006-04-14, 19:14
News Writer
493 posts

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Jan 2006
I can tell you guys now, you will be very impressed with the models.
2006-04-14, 23:12
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1754 posts

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Jan 2006
I can say, I know I will : P
2006-04-15, 04:10
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1754 posts

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Jan 2006
Ruohis wrote:
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
2006-04-15, 13:53
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251 posts

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Mar 2006
http://facelift.quakedev.com/remodel/models/original/cell_12.jpg

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...
2006-04-16, 16:59
Member
810 posts

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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 .
2006-04-16, 18:26
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Jan 2006
nice ruohis, hoping for a dload-link soon
2006-04-18, 08:46
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Jan 2006
It sure looks very promesing! keep up the good work man!
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