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First Quake mdl question

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asdqwe Joined: 05 Apr 2009 Posts: 24 |

Posted: Mon Apr 06, 2009 4:06 pm Post subject: First Quake mdl question |

I'm trying to make my 1st animated Quake model. Could someone tell me, step-by-step, how to do it starting in 3ds Max or GMAX, naming some softwares along the way? Or point me to a tutorial?

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MauveBib Joined: 04 Nov 2004 Posts: 602 |

Posted: Mon Apr 06, 2009 4:45 pm Post subject: |

You won't find any tutorials on making a quake model in MAX, but that doesn't matter. The same principles apply no matter what game you are modelling for, so look up any 3ds max modelling tutorial (and there are thousands). Here is an excellent step-by-step character modelling tutorial for max: http://www.bakaneko.com/howto/computer/3d/character/page01.html
Once you have it modelled and animated in max you'll need to export to mdl, but that's a way off yet.
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asdqwe Joined: 05 Apr 2009 Posts: 24 |

Posted: Mon Apr 06, 2009 4:54 pm Post subject: |

I _already_ know how to model & animate in MAX. What I need to know is how to convert my 3ds max file to a mdl. I'd like to know the whole workflow of getting an _animated_ mdl.

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ceriux Joined: 06 Sep 2008 Posts: 969 Location: Florida, USA |

Posted: Mon Apr 06, 2009 5:47 pm Post subject: |

get blender and import your obj file into it get the mdl exporter for blender then read the tutorial on how to export to mdl from blender easiest way iv found. _________________ QuakeDB - Quake ModDB Group

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MauveBib Joined: 04 Nov 2004 Posts: 602 |

Posted: Mon Apr 06, 2009 6:25 pm Post subject: |

Or there is a commercial md2 exporter for max called qtip, and it's easy to convert from md2 to mdl maintaining the animations. _________________ Apathy Now!

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ceriux Joined: 06 Sep 2008 Posts: 969 Location: Florida, USA |

Posted: Mon Apr 06, 2009 6:28 pm Post subject: |

oh well what ever i make ends up in milkshape -.- then to either blender or to md3 _________________ QuakeDB - Quake ModDB Group

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MauveBib Joined: 04 Nov 2004 Posts: 602 |

Posted: Mon Apr 06, 2009 6:41 pm Post subject: |

Personally I export to smd (hl 1 format) then use dpmodel to convert to md3. _________________ Apathy Now!

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ceriux Joined: 06 Sep 2008 Posts: 969 Location: Florida, USA |

Posted: Mon Apr 06, 2009 6:44 pm Post subject: |

milkshape animates in smd format and compiles using qc files. _________________ QuakeDB - Quake ModDB Group

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asdqwe Joined: 05 Apr 2009 Posts: 24 |

Posted: Mon Apr 06, 2009 8:10 pm Post subject: |

Thanks to all! But I did it via Modelgen and Texmake. I got an animated mdl file. ... now I have another question: I need to create a skin that fits on the model. Is there any unwrap facility that shows the seam lines between the skin and the black background? QME 2.3 has it but when I export the texture to edit it in some program, it doesn't save the seam lines. And I don't want to paint on the model, like in QME 3.

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ceriux Joined: 06 Sep 2008 Posts: 969 Location: Florida, USA |

Posted: Mon Apr 06, 2009 8:26 pm Post subject: |

your supposed to make the uv's before you compile it into a mdl. i use lithunwrap _________________ QuakeDB - Quake ModDB Group

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MauveBib Joined: 04 Nov 2004 Posts: 602 |

Posted: Tue Apr 07, 2009 7:11 am Post subject: |

Qme has an option to paint the UV lines on the skin. Personally I use Max to do it though, it's an option in the built in UV unwrapper. _________________ Apathy Now!

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asdqwe Joined: 05 Apr 2009 Posts: 24 |

Posted: Tue Apr 07, 2009 9:32 am Post subject: |

I've tried the Paint Triangles option and it's not showing them correctly- there are stray pixels that aren't part of any polygon.

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MauveBib Joined: 04 Nov 2004 Posts: 602 |

Posted: Tue Apr 07, 2009 10:39 am Post subject: |

Yeah it's not perfect. As i said, I save them from max myself. _________________ Apathy Now!

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Spike Joined: 05 Nov 2004 Posts: 944 Location: UK |

Posted: Tue Apr 07, 2009 12:09 pm Post subject: |

asdqwe wrote:
I've tried the Paint Triangles option and it's not showing them correctly- there are stray pixels that aren't part of any polygon.

Presumably that means that there are stray verticies/tris that are not part of your model too?
Quake models have an extra 'side' flag on verticies, which adds half the width of the skin to the horizontal texture coord (whatever you want to call it) (technical note: reusing a vertex but with a different tex coord speeds up sw rendering slightly. It has no effect in GL).
Thus for an authentic model, you use half the skin for the front of your model, and half the skin for the back of it.
Of course it all works fine if you completely ignore the back-facing vert flags, so long as you keep the flags clear.
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