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InsideQC Forums • View topic - First Quake mdl question

First Quake mdl question

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

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First Quake mdl question

Postby asdqwe » Mon Apr 06, 2009 4:06 pm

I'm trying to make my 1st animated Quake model. Could someone tell me, step-by-step, how to do it starting in 3ds Max or GMAX, naming some softwares along the way? Or point me to a tutorial?
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Postby MauveBib » Mon Apr 06, 2009 4:45 pm

You won't find any tutorials on making a quake model in MAX, but that doesn't matter. The same principles apply no matter what game you are modelling for, so look up any 3ds max modelling tutorial (and there are thousands).

Here is an excellent step-by-step character modelling tutorial for max:

Once you have it modelled and animated in max you'll need to export to mdl, but that's a way off yet.
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Postby asdqwe » Mon Apr 06, 2009 4:54 pm

I _already_ know how to model & animate in MAX. What I need to know is how to convert my 3ds max file to a mdl.
I'd like to know the whole workflow of getting an _animated_ mdl.
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Postby ceriux » Mon Apr 06, 2009 5:47 pm

get blender and import your obj file into it get the mdl exporter for blender then read the tutorial on how to export to mdl from blender easiest way iv found.
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Postby MauveBib » Mon Apr 06, 2009 6:25 pm

Or there is a commercial md2 exporter for max called qtip, and it's easy to convert from md2 to mdl maintaining the animations.
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Postby ceriux » Mon Apr 06, 2009 6:28 pm

oh well what ever i make ends up in milkshape -.-
then to either blender or to md3
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Postby MauveBib » Mon Apr 06, 2009 6:41 pm

Personally I export to smd (hl 1 format) then use dpmodel to convert to md3.
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Postby ceriux » Mon Apr 06, 2009 6:44 pm

milkshape animates in smd format and compiles using qc files.
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Postby asdqwe » Mon Apr 06, 2009 8:10 pm

Thanks to all! But I did it via Modelgen and Texmake. I got an animated mdl file.

... now I have another question: I need to create a skin that fits on the model. Is there any unwrap facility that shows the seam lines between the skin and the black background? QME 2.3 has it but when I export the texture to edit it in some program, it doesn't save the seam lines. And I don't want to paint on the model, like in QME 3.
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Postby ceriux » Mon Apr 06, 2009 8:26 pm

your supposed to make the uv's before you compile it into a mdl. i use lithunwrap
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Postby MauveBib » Tue Apr 07, 2009 7:11 am

Qme has an option to paint the UV lines on the skin.

Image

Personally I use Max to do it though, it's an option in the built in UV unwrapper.
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Postby asdqwe » Tue Apr 07, 2009 9:32 am

I've tried the Paint Triangles option and it's not showing them correctly- there are stray pixels that aren't part of any polygon.
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Postby MauveBib » Tue Apr 07, 2009 10:39 am

Yeah it's not perfect. As i said, I save them from max myself.
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Postby Spike » Tue Apr 07, 2009 12:09 pm

.
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