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InsideQC Forums • View topic - ColdHeat

ColdHeat

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Postby r00k » Thu Oct 16, 2008 3:34 am

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Postby ceriux » Thu Oct 16, 2008 3:45 am

i... have milkshape its not profecinal like max but... i can put out some fairly good work with it.

i just made this, the texture took me like 3x the ammount it took me to model it.

Image

i can show you how to get custom models into quake using it.
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Postby jim » Thu Oct 16, 2008 1:00 pm

I have an md3 exporter that works with v5, but it's not much use with v9. I can import md3 in v9, because the importer is a script. I also have import and export md2 scripts.

You can get md3 from max by exporting it to smd and then use dpmodel.exe to compile it into dpm and md3.

I used to use milkshape for animating models when I didn't have the md2 exporter script and I needed md2. Couldn't do anything else with milkshape.

If you have trouble making a box, I recommend looking at the tutorials/help files that come with max.
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Postby ceriux » Thu Oct 16, 2008 3:55 pm

what im saying is even if he cant use your exporter he can save his models as obj's and open them in milkshape then export to md3 with it :D
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Postby jim » Fri Oct 17, 2008 3:12 am

Here's some building tests:

- there's some weird lighting artifacts in the windows, but not very visible from this distance...

- the patches really made it slow down... I guess I shouldn't use them that much...
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Postby r00k » Fri Oct 17, 2008 4:03 am

buildings look great!

ya i have a player model in .max format complete with animations. I just want to convert it to something quake1 can use.
Image
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Postby CocoT » Fri Oct 17, 2008 2:31 pm

- New location: Update your bookmarks!
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Postby r00k » Fri Oct 17, 2008 5:17 pm

Unfortunately, i'm not too sure how legal that would be since I only took the original player model, and ran it thru a mesh smoothing filter :( Ultimately it would need id's permission.

if anyone wants to attempt to convert it to md3/mdl please be my guest! I think Plague originally converted it to .max so the major credit goes to him.

model in 3dsmax format
http://www.quakeone.com/qrack/quakeguy-hires.max

the animation file
http://www.quakeone.com/qrack/player_co ... ations.pts

sorry if i've hijacked this thread :O :D
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Postby CocoT » Fri Oct 17, 2008 7:21 pm

- New location: Update your bookmarks!
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Postby Urre » Fri Oct 17, 2008 7:28 pm

I was once a Quake modder
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Postby jim » Sat Oct 18, 2008 1:29 am

Personal insult.. huh... :o

Well.. I better hijack my thread back. I've finally decided how I make windows. First I download the internet and then I install DOS all over it. I make the windows completely separate, but I still make them have the window frames. This way I don't have to use too much geometry to do windows & frames. Some wall textures do need some special textures for special windows (like those curvy windows), but still the wall textures be without the windows.

I'll make the doors the same way. This is the end of my talking now. Here's a picture:

Image
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Postby ceriux » Sat Oct 18, 2008 6:14 pm

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Postby Wazat » Sun Oct 19, 2008 7:34 pm

When my computer inevitably explodes and kills me, my cat inherits everything I own. He may be the only one capable of continuing my work.
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Postby jim » Tue Oct 21, 2008 7:09 pm

I've finished my windows:



Nearly finished my new doors while listening to The Doors:
- look a bit blurry, but ok..
edit: finished the doors:
- not so blurry anymore and much better

Then I've made some chainsaws for some speed modeling contest:
- this is kinda boring... good practice though

- these look better, and so improved them:
- I think I call them Crocodile or something like that...
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Postby jim » Sun Oct 26, 2008 10:52 am

Some character stuff now:




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