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replacement for qme

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lth Joined: 11 Nov 2004 Posts: 129 |

Posted: Mon Jun 12, 2006 10:29 pm Post subject: replacement for qme |

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? _________________ randomviolence - tactical combat boardgame

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FrikaC Site Admin Joined: 08 Oct 2004 Posts: 947 |

Posted: Tue Jun 13, 2006 1:47 am Post subject: |

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 Posts: 1321 |

Posted: Tue Jun 13, 2006 4:07 am Post subject: |

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 Inside3D Staff Joined: 05 Nov 2004 Posts: 558 Location: VA, USA

Posted: Tue Jun 13, 2006 5:27 am Post subject: |

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. _________________ Inside3D : Knowledge Is Power Darkplaces Documentation Wiki

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lth Joined: 11 Nov 2004 Posts: 129 |

Posted: Tue Jun 13, 2006 9:52 am Post subject: |

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?
_________________
randomviolence - tactical combat boardgame

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leileilol Joined: 15 Oct 2004 Posts: 1321 |

Posted: Tue Jun 13, 2006 1:54 pm Post subject: |

It indeed does handle the animations. _________________

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Dr. Shadowborg Inside3D Staff Joined: 16 Oct 2004 Posts: 726 |

Posted: Tue Jun 13, 2006 3:07 pm Post subject: |

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.
_________________
"Roboto suggests Plasma Bazooka."

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scar3crow Inside3D Staff Joined: 18 Jan 2005 Posts: 837 Location: Las Vegas, NV

Posted: Tue Jun 13, 2006 3:25 pm Post subject: |

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 Posts: 1321 |

Posted: Tue Jun 13, 2006 3:51 pm Post subject: |

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 Posts: 1026 |

Posted: Tue Jun 13, 2006 10:23 pm Post subject: |

In a week I finally finish my semester and I'm going to try to finish my MDL/MD2/MD3 converter thing. _________________ F. A. Špork, an enlightened nobleman and a great patron of art, had a stately Baroque spa complex built on the banks of the River Labe.

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Entar Joined: 05 Nov 2004 Posts: 422 Location: At my computer |

Posted: Tue Jun 13, 2006 10:25 pm Post subject: |

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.
_________________
woh... feelin woozy... too much cider...
http://entar.quakedev.com
games fascination - My Game Development Blog/Journal

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TimeServ Joined: 08 Jun 2005 Posts: 15 |

Posted: Wed Jun 14, 2006 10:00 am Post subject: |

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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