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  • Hiro-Hamada
    started a topic Hello, New guy here.

    Hello, New guy here.

    Hello. I am HiroHamada. I am a teen, and New to Quake 1 Modding (), and I am also a big time ZDooM modder, I want to be able to learn how to input models into Quake, and whatnot.

    My current plans for Quake are (And yes, I am a classic Doctor Who fan.):

    -figure out what is the best blender version to use for quake MDLs

    -figure out how to turn a Sketchup Model into a blender, to then port into Quake 1.

    -Port the Giant Crab Model I downloaded from sketchup warehouse into Quake to turn it into this: but rather low polygon'ed

    EDIT: the crab model can be found here: https://3dwarehouse.sketchup.com/mod...c25319f5f1c1e1
    Last edited by Hiro-Hamada; 04-20-2016, 05:11 PM. Reason: missing info

  • Hiro-Hamada
    replied
    Originally posted by Hipnotic Rogue View Post
    ^hi and welcome to a fellow Doctor Who fan. Macra FTW!

    I'm actually thinking of putting the original Macra from the Macra Terror, rather than the crab i have been putting in, but I am no good at that kind of modelling, but I'm not sure if anyone can model it out, and you can't edit posts in the link that baker gave me.

    this dude:




    I already have sounds for it and ALL!

    plus, not much animations are needed!
    look how they move:

    https://youtu.be/1M_t6okgEa0?t=662
    size compare!

    click attatchment:
    Attached Files
    Last edited by Hiro-Hamada; 04-27-2016, 08:52 PM. Reason: errors

    Leave a comment:


  • Baker
    replied
    Originally posted by Hiro-Hamada View Post
    Ok, I was finally able to insert the model into blender, but look how it turned out...
    You probably need to be asking for such insightful in this thread [no registration required to post there]:

    Func_Msgboard: Modelling Help\Screenshots\Requests

    ... where a number of serious modellers will read it. Many of the people in that thread have made monsters and weapons.

    Leave a comment:


  • Hipnotic Rogue
    replied
    ^
    Ooh, that's not so good. Sadly, I can't help you but I just thought I'd say hi and welcome to a fellow Doctor Who fan. Macra FTW!

    Leave a comment:


  • Hiro-Hamada
    replied
    Ok, I was finally able to insert the model into blender, but look how it turned out...
    Attached Files

    Leave a comment:


  • Baker
    replied
    You might want to read this part in the func thread, it was posted recently (February?)

    Import your animations in Blender, make sure to assign the material on it:

    1) Go into edit mode on your mesh, and on the properties section click the button with a sphere (Materials)

    2) Click the + button near the top to create a new material, then click the assign button to apply it to your mesh.

    3) Still in properties, click the checkerboard button next to the sphere (Textures), and scroll the control back up to the top.

    4) Click the + New button to add a new texture to your material.

    5) Scroll down to Image, and click the picture image. A list of images appears, pick your g_infg.bmp image from the list.

    6) Scroll even further down to Mapping, and click the button right of "Map:", then select your mesh to import its UV map (there's usually just one choice).

    Then export to .MD3, and then use Preach's tool to convert to .mdl https://tomeofpreach.wordpress.com/2...-0-4-released/

    Finally open the model in QME. If your texture is messy, just import it in there, and save your model.

    Leave a comment:


  • Baker
    replied
    May want to read in this thread:

    Func_Msgboard: Modelling Help\Screenshots\Requests

    That being said, I have heard it may be best to make Q3 model sticking to Q1 limitations and then use Noesis to convert it to Quake 1 .mdl.

    Noesis Page | Noesis direct download

    But there is Blender info in that func msgboard thread.
    Last edited by Baker; 04-20-2016, 05:46 PM.

    Leave a comment:


  • Phenom
    replied
    blender-2.49b for mdls, it's what I used and had to track down a very elusive mdl exporter.

    I can't comment on the rest, good luck!

    Leave a comment:

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