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InsideQC Forums • View topic - Need some help importing models into Quake 1

Need some help importing models into Quake 1

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

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Need some help importing models into Quake 1

Postby Muki Hyena » Tue Nov 04, 2008 8:07 am

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Postby Urre » Tue Nov 04, 2008 11:09 am

Quite honestly, I don't have a clue, I usually don't dwelve in these kinds of things, but what I can see, is that you get a warning for having unused vertices in the model. This might cause QME to freak out, and not know which polygons to attach to which vertices.

Make sure you don't have any dangling vertices around, only keep the ones you're actually using.

Also, I'm not sure the .mdl format will love your model, it looks a tad detailed, something you might lose when all the wobblyness kicks in. Thinking about it, you might be fine, but it'd still look better if you exported it to say... md3, and used a modern Quake engine which supports that format, if that's an option.
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Postby RenegadeC » Tue Nov 04, 2008 6:16 pm

Nice Halo pistol, is this for that PSP Halo mod?
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Postby Dr. Shadowborg » Tue Nov 04, 2008 6:23 pm

Just guessing but the wierd appearance problem is probably related to that 280 or so vertexes with no face warning. As for getting it to show ingame you need to either a: make a mod that will show it, or b: rename the model to something that will usually show up in game anyway. (such as g_shot.mdl for the super shotgun, etc.)

Note that you may need to play around with the model a little to make it look good or even show up. (i.e. move model up in qme)
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Postby vicious1988 » Tue Nov 04, 2008 7:29 pm

Ya, those 280 unassigned vertices are causing it. I've gotten this problem with ported models several times. You'll either need to try converting it again (which usually doesn't work) or delete those unassigned vertices. Some programs add faces to compensate, some warn you and give an error, and others will remove them on export (I think ms3d does this).
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Postby Baker » Tue Nov 04, 2008 9:34 pm

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Postby Muki Hyena » Wed Nov 05, 2008 2:17 am

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Postby leileilol » Wed Nov 05, 2008 5:34 am

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Postby Muki Hyena » Wed Nov 05, 2008 6:36 am

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Postby leileilol » Wed Nov 05, 2008 7:16 am

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Postby Muki Hyena » Wed Nov 05, 2008 9:58 am

Oh snap hella thanks for the help everyone I managed to get it in fully animated and scaled properly and everything.

Unfortunately the stock GLQuake couldn't handle the vertices so I had to download JoeQuake. If anybody knows anything better, hook me up eh?

Anyway I'm pretty happy with how this came out for a first Quake mod project, even though it eems like the engine toned down the level of detail on the model.

Image

Next I'll have to learn some QC and get it to ACT like a pistol, lol.

Hella props to Leileilol for the tutorial, someone learned a thing or two from it.
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Postby leileilol » Wed Nov 05, 2008 10:32 am

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Postby Muki Hyena » Wed Nov 05, 2008 10:39 am

leetsauce, you are the MAN

E: Fixed up a bit and youtubed. http://www.youtube.com/watch?v=colQlTNjetk
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Postby Urre » Thu Nov 06, 2008 7:31 am

Great work man, glad to see you got it all working! I must say I quite like your models, in some strange out of place fashion.

Anyhow, something you might want to try out, is to export them as md3 models, I think Blender has complete support for those nowadays. With md3 you get smoother animations without all the wobblyness, and more sane support for 24-bit color skins, especially now when you're using a *real* engine ;)
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Postby Muki Hyena » Thu Nov 06, 2008 9:09 am

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