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Making a Quake MDL in Blender: for dummies, NOT TOTAL MORONS
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Karall



Joined: 15 Jul 2010
Posts: 24

PostPosted: Wed Aug 04, 2010 10:21 am    Post subject: Reply with quote

Quark needs file gfx/palette and couldnt find it noooo!
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Karall



Joined: 15 Jul 2010
Posts: 24

PostPosted: Wed Aug 04, 2010 11:34 am    Post subject: Reply with quote

God damn maybe i should just program for some other engine or something. Where can i get this palette.lmp?
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Baker



Joined: 14 Mar 2006
Posts: 1538

PostPosted: Wed Aug 04, 2010 12:35 pm    Post subject: Reply with quote

Karall wrote:
God damn maybe i should just program for some other engine or something. Where can i get this palette.lmp?


Use pakscape.exe ( http://www.quake-1.com/files/developer/pakscape-011.zip ) and open pak0.pak

Or download fimg 2.0 ( http://www.inside3d.com/frikbot/fimg/ ) and it comes with palette.lmp too I believe.
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leileilol



Joined: 15 Oct 2004
Posts: 1321

PostPosted: Wed Aug 04, 2010 4:19 pm    Post subject: Reply with quote

actually the problem was he didn't set up quark's paths to point to Quake
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Karall



Joined: 15 Jul 2010
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PostPosted: Wed Aug 04, 2010 4:21 pm    Post subject: Reply with quote

*Irritated* In QuArK i cant find wich box that i should put the path to the palette file in.
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leileilol



Joined: 15 Oct 2004
Posts: 1321

PostPosted: Wed Aug 04, 2010 4:29 pm    Post subject: Reply with quote

You don't do that
you simply put the path to the game in the Game Configuration
it drags out and uses the appropriate files in the pak itself
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Karall



Joined: 15 Jul 2010
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PostPosted: Wed Aug 04, 2010 4:47 pm    Post subject: Reply with quote

Right, so i got it into QuArK, seems like the texture fucked up.
http://img411.imageshack.us/i/ak47quark.jpg/
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frag.machine



Joined: 25 Nov 2006
Posts: 728

PostPosted: Wed Aug 04, 2010 4:51 pm    Post subject: Reply with quote

Besides the skin map problem, I suggest you to reduce a bit the number of polys, specially in the weapon barrels. Remember, Quake is not optimized for high polycount models, so less is usually better.
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Karall



Joined: 15 Jul 2010
Posts: 24

PostPosted: Wed Aug 04, 2010 5:52 pm    Post subject: Reply with quote

Rite so the barrel is now square, how can i fix my texture problem?
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frag.machine



Joined: 25 Nov 2006
Posts: 728

PostPosted: Wed Aug 04, 2010 8:01 pm    Post subject: Reply with quote

You can load the model in QuArK and adjust the skin verts on it (warning: it's a PITA).
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leileilol



Joined: 15 Oct 2004
Posts: 1321

PostPosted: Wed Aug 04, 2010 8:09 pm    Post subject: Reply with quote

The texture wasn't assigned in Blender. Not doing so will give you the checker pattern. Assign a texture to the model first before exporting, you can do this in Edit Mode by selecting all polygons, then selecting the texture you want to use in the UV/Image Editor. You can select your mesh and export from there.
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Karall



Joined: 15 Jul 2010
Posts: 24

PostPosted: Wed Aug 04, 2010 8:16 pm    Post subject: Reply with quote

Thats exactly what i did, i think. Selected a face in blender, unwraped it in uv mapping interface, mapped it and then exported it.
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Karall



Joined: 15 Jul 2010
Posts: 24

PostPosted: Mon Aug 09, 2010 7:49 pm    Post subject: Reply with quote

No help yet?...
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