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InsideQC Forums • View topic - Questions on Quake 1 MDL

Questions on Quake 1 MDL

Discuss the creation of various model formats for Quake engines, and related matters to modeling.

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Questions on Quake 1 MDL

Postby JasonX » Wed Aug 23, 2017 2:54 am

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Re: Questions on Quake 1 MDL

Postby Spike » Wed Aug 23, 2017 3:14 am

multiple skins, single texture, single surface. if you want multiple surfaces/textures you'll need md3 or iqm.
player is 56 units high (bbox of -16 -16 -24 to '16 16 32', firing position at +16, view/eye position at +22).
up = +z. forward = +x. doesn't really mean that blender will display those same axis (exporters will typically translate stuff like that).
I don't export to mdl, although I'm somewhat tempted to update my iqm exporter to spit out mdl+md3 files instead. iirc taniwha made an mdl exporter for blender but I've no experience of it.
.
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Re: Questions on Quake 1 MDL

Postby ericw » Wed Aug 23, 2017 9:10 pm

Preach also has some tools:
https://tomeofpreach.wordpress.com/md3tomdl/
https://tomeofpreach.wordpress.com/qmdl/ -- python module for working with mdl
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Re: Questions on Quake 1 MDL

Postby JasonX » Wed Aug 23, 2017 9:32 pm

Thanks a lot for the help, guys. Another question: can a texture be 128x256 or 256x128, for example?
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Re: Questions on Quake 1 MDL

Postby ceriux » Fri Aug 25, 2017 5:16 am

Yeah i believe they can.
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Re: Questions on Quake 1 MDL

Postby Madfox » Sat Aug 26, 2017 11:11 pm

Maximum skin size = height 300 width varies..

I found height 280 the best limit.
For the size it seems 1000vertices 2000 triangles are maximum.
I use a comercial Animation Studio to make animations.
Then import and the 3ds in Qmle.
It chooses it own skin size.

Another good model studio for Quake1 is q2mdlr9b.
It's also compatible with q2 models, so good for converting.
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