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  • Visible Weapons

    So - I have the standard player.mdl, and a g_plasma.mdl, and I got into qme, and merge the g_plasma.mdl into player.mdl because I was to animate it on the quakeguy. The vertices get all fecked up, like so:

    http://i.imgur.com/oLYGSfN.png

    http://i.imgur.com/bJ54262.png

    How do I fix this? What other ways of doing this are there? How did other people do it?

  • #2
    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.
    http://www.nextgenquake.com

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    • #3
      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.
      'Replacement Player Models' Project

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      • #4
        @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.
        http://www.nextgenquake.com

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        • #5
          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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          • #6
            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.
            http://www.nextgenquake.com

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            • #7
              https://mega.nz/#!8Qlg0Lba!FioVUy4_w...IobaIl8aW5IpHM

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              • #8
                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.

                http://www.nextgenquake.com

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                • #9
                  Thank you very much for all your help.

                  That error is because the qme installer is 16 bit. There's a fixed qme install thats pre-unzipped knocking around - here: http://www.quaketastic.com/files/qME_3.1.2.zip

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                  • #10
                    we got problems

                    blender does not honor the original UVs and I'm not familiar enough with this weapon to redo the uv's. It's also my Birthday and I don't want to spend the whole day figuring this out. I'm sorry. If blender would have honored the UVs I would have banged this out for you.


                    http://www.nextgenquake.com

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                    • #11
                      I think it's because the same set of UV is used for both sides of the gun, maybe.

                      Happy birthday

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                      • #12
                        if I don't unwrap it's perfect, but it needs to be unwrapped so t can be remapped
                        http://www.nextgenquake.com

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                        • #13
                          oh, wait, wait, wait. I got it. I'm sorry I haven't messed with blender in a bit.
                          now I just need to merge in the ranger skin. I'm starving. I'm gonna order a pizza. I'll work on this til it's (the pizza) ready and finish it up after I eat.



                          PS> the key was to not unwrap. Just go in edit mode and it's already good

                          PPS...ahhhh I see a problem. I think dutch is right but, not because of what he said. The problem is where the hell is this gun texture gonna fit in the ranger skin? I'll try and merge the models in blender for you.
                          http://www.nextgenquake.com

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                          • #14


                            I got you this far. You're gonna need to finish it up from here.

                            What you will need

                            https://download.blender.org/release/Blender2.63/
                            download and install blender 2.63

                            New Ranger Files
                            download the files for this project

                            uncompress the i/o script from the project files zip to the path illustrated below


                            open blender and choose file/preferences - addon tab - scroll to mdl addon and check it. Click "save as default" in the lower left.


                            Simply open up the blend file I supplied you and learn blender. I know that sounds douchey but, you are gonna have to learn it anyway. At least you are getting a start with a file that is already working in the direction you want to go....also I just showed you how to setup blender for working with mdls.

                            Happy My Birthday! lol.

                            MORE:

                            This was mildly tricky. Here is how I did it

                            1) I opened up flash (cause that's my "photoshop") and I made this image


                            2) I imported the ranger and the gun into blender. I selected them both and hit CNTRL+J to join them into one model

                            3) I opened the UV editor and selected image/replace image...followed by selecting the image I posted above. This stretched all the UVs (of course)

                            how did I fix it?
                            This is so simple. The old ranger skin is 296 by 194, the new skin is 424 by 196...so I simply opened up calculator and ran 296/424. I then went back to blender, selected all the ranger UV's and pressed "S", "X", 0.69811. That rescaled the x properly. I then pressed "G" and moved all the Ranger UVs around (as a whole) on the image til they were at least really really close. I then did all that again for the gun but of course the gun needed rescaling on X and Y.

                            4) I selected one vertex on the rangers original gun and held down CNTRL+ (control and plus) til it "more" selected the entire gun and then I hit "X" and deleted it.

                            Consider this your introduction to blender. Also note that at no time did I go to any menu, everything was done with hotkeys. If you intend to have any success with blender you will need to learn the hotkeys.

                            Last edited by MadGypsy; 12-03-2016, 04:55 PM.
                            http://www.nextgenquake.com

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                            • #15
                              Thanks for your help so far. So the blender version doesn't contain the animations?

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