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replacement for qme

 
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lth



Joined: 11 Nov 2004
Posts: 129

PostPosted: Mon Jun 12, 2006 10:29 pm    Post subject: replacement for qme Reply with quote

Did anyone ever make anything better than qme for quake model editing? (including animations and undo functionality). If not, I'm tempted to write one in order to learn python. Is there a .mdl spec floating around?
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FrikaC
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Joined: 08 Oct 2004
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PostPosted: Tue Jun 13, 2006 1:47 am    Post subject: Reply with quote

To my knowledge, no one has made a newer one no.

I'm currently working on a model editor (so far it's just a viewer), I was planning on having something of it for Qexpo, but that doesn't seem likely now, it'll probably be quite a while before mine is ready for prime time.

The model spec I was using in the Quake Spec 3.4 stuff. It's mostly good:

http://www.gamers.org/dEngine/quake/spec/quake-spec34/qkspec_5.htm
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leileilol



Joined: 15 Oct 2004
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PostPosted: Tue Jun 13, 2006 4:07 am    Post subject: Reply with quote

I just use Blender and an md3 exporter, then convert that md3 to mdl with some crappy software called quick3d.
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Error
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Joined: 05 Nov 2004
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PostPosted: Tue Jun 13, 2006 5:27 am    Post subject: Reply with quote

lth: I'd love you forever if you did. qME is good at making quake models, but has many problems. I'm here to test if you need a tester.
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lth



Joined: 11 Nov 2004
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PostPosted: Tue Jun 13, 2006 9:52 am    Post subject: Reply with quote

CheapAlert wrote:
I just use Blender and an md3 exporter, then convert that md3 to mdl with some crappy software called quick3d.


Does that handle the animation too?
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leileilol



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PostPosted: Tue Jun 13, 2006 1:54 pm    Post subject: Reply with quote

It indeed does handle the animations.
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Dr. Shadowborg
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Joined: 16 Oct 2004
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PostPosted: Tue Jun 13, 2006 3:07 pm    Post subject: Reply with quote

CheapAlert wrote:
I just use Blender and an md3 exporter, then convert that md3 to mdl with some crappy software called quick3d.


Yeah, except I heard that quick3d isn't free.

And suppose you actually wanted to modify an EXISTING model to have more / different animations? That method is only really practical if you happen to be making new ones. And even then, it would be far more expedient to simply have a model editor designed specifically for .mdl format.

I'm of the opinion that it would really help the community a LOT if we actually had a full, free non-crippled model editor designed for quake.
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scar3crow
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PostPosted: Tue Jun 13, 2006 3:25 pm    Post subject: Reply with quote

Quote:
I'm of the opinion that it would really help the community a LOT if we actually had a full, free non-crippled model editor designed for quake.


Here here! In some cases were still relying on the ancient tools, which is just kinda silly.
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leileilol



Joined: 15 Oct 2004
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PostPosted: Tue Jun 13, 2006 3:51 pm    Post subject: Reply with quote

Dr. Shadowborg wrote:
CheapAlert wrote:
I just use Blender and an md3 exporter, then convert that md3 to mdl with some crappy software called quick3d.


Yeah, except I heard that quick3d isn't free.


That's why it's crappy.

You can take mdl and export it to md3 though, but however Blender can't import animated MD3s yet due to the 2.4x api.

I've been bugging Spike/LordHavoc/FrikaC for a couple years for a universal MDL/MD2/MD3 converting program heh. Quark really fails at opening MD3 so I can't use that anymore
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Sajt



Joined: 16 Oct 2004
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PostPosted: Tue Jun 13, 2006 10:23 pm    Post subject: Reply with quote

In a week I finally finish my semester and I'm going to try to finish my MDL/MD2/MD3 converter thing.
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Entar



Joined: 05 Nov 2004
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PostPosted: Tue Jun 13, 2006 10:25 pm    Post subject: Reply with quote

Sajt wrote:
In a week I finally finish my semester and I'm going to try to finish my MDL/MD2/MD3 converter thing.

Sweet.

I'd be very excited to see what FrikaC and lth cook up, as qME isn't the ideal solution, and the lack of tools has somewhat been holding back good Quake modeling for a while.
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TimeServ



Joined: 08 Jun 2005
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PostPosted: Wed Jun 14, 2006 10:00 am    Post subject: Reply with quote

A bit more extensive information on the MDL format:

QTest's MDL format is slightly different than Quake's format. For the header, the version number is 3, and there are no flags or size fields in the header, but the rest of the fields are the same. The only other apparent difference is that the 16-character name field doesn't exist with the individual frame headers. I'm not sure about the frame group header. Frame groups were unused with QTest if I remember correctly.

Also, prerelease Quake MDLs will sometimes contain 16,777,216 (byteswapped 1) as the frame type. Just treat these as frame groups.

Hexen 2 uses the same format but the flags in the header have different meaning, and in some cases conflict with Quake 1's model flags. Yay.

Most of this is probably known but I figured I might as well just put it here for completeness.
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