Author Topic: Quake 2 Modeller 0.90b  (Read 3584 times)

Offline LedZep

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Quake 2 Modeller 0.90b
« on: December 21, 2015, 05:40:15 AM »
Quake 2 Modeller 0.90b :rocketleft:

Why does it even save the skin path? Q2 always looks for skin.pcx!
« Last Edit: December 21, 2015, 06:16:45 AM by LedZep »
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Offline |iR|Focalor

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Re: Quake 2 Modeller 0.90b
« Reply #1 on: December 21, 2015, 07:58:42 AM »
I have no idea. If it's the same program I'm thinking of, I've attempted using it a few times only to find it completely useless and lacking any documentation/tutorials that might make it otherwise. If you're attempting to make models for Quake2, I'd highly recommend a program like MilkShape for the wireframe design and then using another program like NPherno's Skin Tool to handle the texture mapping. The Npherno's Skin Tool is kinda old and thus can be a little tedious at times to work with, but it's really really simple once you get the hang of it. MilkShape, on the other hand, once you get the hang of the common functions of it, is a fucking breeze. If a dumb white boy like me can use it, anybody can use it if they have the resolve and patience to do it. And like I said, it's a breeze, so it doesn't take much patience at all. And as an added bonus, it's so commonly used by modellers across so many games that it's easy to find tutorial videos on YouTube that'll quickly teach you how to do almost anything you want to do with it.
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Offline LedZep

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Re: Quake 2 Modeller 0.90b
« Reply #2 on: December 27, 2015, 07:50:45 AM »
Yeah, probably just gonna use MilkShape or Blender (Blender I'm very familiar with). Gotta check on the md2 exporting, though. Blender now comes with it pre-packed, but some say that it doesn't work properly either. If not, I'll try MS3D I guess.
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Offline |iR|Focalor

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Re: Quake 2 Modeller 0.90b
« Reply #3 on: December 27, 2015, 12:05:26 PM »
It may have something to do with the fact that Blender is probably a newer model prog that is based on "bones" or whatever they call it that adds joints to models to make them easier to animate, whereas Q2 is 100% straight up vertex animation. It's been quite a while since I used MilkShape, but I remember something about a weird process where you had to select ALL of the vertices of the model and then assign them a single "joint" just before exporting it to MD2, which wouldn't do anything to the model or the resulting MD2 at all, but somehow I guess it allowed the program to process it for exporting.

I've attempted to use Blender before. Wasn't too successful. I'd still highly recommend MilkShape over Blender for making Q2 models. It's very uncluttered and simple. I'm not sure if blender has more automated features to make it quicker to weld together different parts, but probably not.
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