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  • MadGypsy
    replied
    OK, give me a bit. I just realized that I never set up blender after I wiped my computer. I need to get the proper blender set-up with the export script. I just tried to install qme and my computer straight up said "NO!". That's OK though cause you can do the QME part. I also have to take a mondo shit so... just give me a bit.

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  • c0burn
    replied
    https://mega.nz/#!8Qlg0Lba!FioVUy4_w...IobaIl8aW5IpHM

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  • MadGypsy
    replied
    Send me your gun model. I'll see if I can bang it out for you

    It's just easier for me to do it than explain it.

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  • c0burn
    replied
    Thank you very much for the help so far. Don't worry about the QuakeC side, as I've been dabbling since 2000 and the coding is the stuff I'm good at - models however are not my strength

    I don't know how to use Blender at all, and from googling around it seems to have a fairly steep learning curve. How would I unwrap the gun model?

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  • MadGypsy
    replied
    @dutch

    what you are saying isn't wrong but think about my method.

    1)you don't have to touch the ranger model in blender
    2)essentially he will be using the ranger texture to create new uvs within those texture bounds. This means when he merges the models in QME the UVs should be perfect. QME seems to simply keep the original uvs...well if the "originals" are designed to fit on the ranger texture it should totally work.

    As far as one texture being drawn over another...that shouldnt be an issue if the weapon is using a modified ranger skin. The old ranger skin will simply be completely overdrawn with the new one. Unless qme is completely junk there is no reason why this wont work.

    I dont think qme "isnt good at this". I think many people don't understand what is happening and therefore assume it's broken. It's not broken, it works differently than people expect.


    Try it. Use my instructions and watch what you get. You can use anything to test this...a cube and uv map checkers
    Last edited by MadGypsy; 12-03-2016, 03:48 AM.

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  • Dutch
    replied
    It looks like you merged the gun model into the ranger model through QME, because it cut the gun texture in half and spanned across the ranger texture.

    QME is too basic for this kind of model editing. You'll want to do this through blender or another program of equal caliber. The ranger model is easy to unwrap from scratch as well. Use the existing texture and simply unwrap onto the texture. Leave room for the gun texture and unwrap the gun onto that.

    Long story short: QME is only useful for quick and easy finishing touches to the texture, and importing textures. Also good for organizing animation frames and adding model flags.

    It sucks at anything that actually has to do with modelling itself.

    ...on second thought, if I recall correctly the MDL frames are imported into blender as shape keys, and not actual frames. I generally don't modify MDLs in blender, I make them from scratch. So this may not be much help.

    EDIT: disregard all that. Export the texture to a BMP and open it in wally or paint or whatever. Reconnect the two halves of the gun texture and place it on one side, so its not overlapping ranger. Re-import and move the uv verts onto the texture. Should work.

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  • MadGypsy
    replied
    Those aren't verts brotha-man, those are UV coordinates and it looks like they aren't messed up at all. Those UV coordinates don't look really familiar to you? You didn't by some chance do exactly that UV layout when you made the gun? Cause I bet you did... or whomever made that gun did.

    This is what you need to do.

    1) get the player skin and your gun skin and use some image editing program to merge the 2. It would be super smart to place all the gun stuff around the ranger skin and don't mess with the actual ranger skin at all. In other words, leave the ranger (and axe) part of the image alone.

    2) open up blender (or whatever 3d suite you use) import your new ranger skin. Import your gun model. unwrap the gun model and reposition the UV coordinates to match the appropriate parts of your gun skin. Export your model when you are done.

    3) Go back to qme and merge your new gun model. This time it will have UV coordinates that play nice with the ranger skin.

    E: obviously you will also have to import the new skin into the ranger model

    Your UVs aren't messed up. They are perfect. You skipped a big step.

    Although, this will be your new "multi-gun". If you are only trying to replace the plasma gun, you're going about this entirely wrong and you have a whole lot of work ahead of you. This is because the Ranger model only has one gun and to make it more than one gun requires a lot of headaches. In short, you will need a ranger model for every gun and you will have to tell QC to switch the entire ranger model when you switch guns. I believe ?MoonDrunk (maybe not him...I forget who) already did this but, obviously not with your weapon model.
    Last edited by MadGypsy; 12-02-2016, 09:33 PM.

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