Search found 33 matches
- Thu Aug 21, 2014 3:56 pm
- Forum: ID Tech
- Topic: Model parts dissapearing when too close
- Replies: 4
- Views: 3359
Re: Model parts dissapearing when too close
Did you use the Pop'n'Fresh exporter for 3dstudio Max? If so, this problem is caused by the exporter. You can fix it by loading up each MD3 file into Npherno's MD3 Compiler, rebuilding the normals, then reexporting. Edit: nevermind, I noticed you solved it already. However, maybe my reply can help s...
- Sat Jun 21, 2014 4:58 am
- Forum: Quake III Arena & Quake Live Discussion
- Topic: Prevent body parts from rotating
- Replies: 2
- Views: 3683
Re: Prevent body parts from rotating
You can put the command "fixedlegs" inside the animation config file to prevent tilting of the entire character as it runs. You can put the command "fixedtorso" inside the animation config file to prevent rotation of the torso at the waist. There is no way to prevent rotation of ...
- Fri Apr 18, 2014 12:35 am
- Forum: ID Tech
- Topic: Quake 3 player model animation question.
- Replies: 15
- Views: 15594
Re: Quake 3 player model animation question.
The lighting on your model appears to be working correctly. Quake 3 does an overall gamma correction to fake the effect of overbrighting, though, which makes any textures appear brighter ingame than in your image editing program. There is no fix for that, other than simply adjusting the texture to b...
- Thu Apr 17, 2014 12:54 am
- Forum: ID Tech
- Topic: Quake 3 player model animation question.
- Replies: 15
- Views: 15594
Re: Quake 3 player model animation question.
I was facing exactly the same problems when I was working on my first character for Quake 3! Glad it worked out. 

- Wed Apr 16, 2014 1:31 am
- Forum: ID Tech
- Topic: Quake 3 player model animation question.
- Replies: 15
- Views: 15594
Re: Quake 3 player model animation question.
So did you manage to get all the pieces aligned correctly in the game, then?
- Tue Apr 15, 2014 6:02 am
- Forum: ID Tech
- Topic: Quake 3 player model animation question.
- Replies: 15
- Views: 15594
Re: Quake 3 player model animation question.
Some software doesn't like it when you try to move or scale fully rigged characters. Try selecting only your origin bone (normally found at the pelvis or waist) and moving only that. Effectively this would animate your character into the new position. This should keep the integrity of your rig and n...
- Mon Apr 14, 2014 1:04 am
- Forum: ID Tech
- Topic: QL: Map ABC final betaversion (Breathless)
- Replies: 10
- Views: 6590
Re: Map ABC final betaversion (Breathless)
Oh, I see! I'm a noob, derp. 

- Mon Apr 14, 2014 12:56 am
- Forum: ID Tech
- Topic: Quake 3 player model animation question.
- Replies: 15
- Views: 15594
Re: Quake 3 player model animation question.
Upon exporting the torso, the torso tag has to be at the world origin (0,0,0). Upon exporting the head, the head tag has to be at world origin (0,0,0). Some exporters can account for this, with others you may have to manually adjust the scene before exporting each part. Meshes do not have to be seal...
- Sun Apr 13, 2014 5:48 am
- Forum: ID Tech
- Topic: QL: Map ABC final betaversion (Breathless)
- Replies: 10
- Views: 6590
Re: Map ABC final betaversion (Breathless)
Your archive appears to be corrupt. The game doesn't recognize it, and I can't open and browse the pk3, either. Try re-uploading?
- Sun Apr 13, 2014 3:38 am
- Forum: ID Tech
- Topic: Quake 3 player model animation question.
- Replies: 15
- Views: 15594
Re: Quake 3 player model animation question.
I have no idea what "consolidate into one image" means, is that a Blender thing?
If you put up your file for download, I can have a look at what's wrong, though.

If you put up your file for download, I can have a look at what's wrong, though.
- Sat Apr 12, 2014 6:28 am
- Forum: ID Tech
- Topic: Quake 3 player model animation question.
- Replies: 15
- Views: 15594
Re: Quake 3 player model animation question.
The animation does get baked down as vertex animation upon export, so you can use whatever tools you need to animate your character. So yeah, you would just rig your character. You could even use advanced features like morph targets or cloth simulation, if you felt so inclined. You will need an expo...
- Tue Feb 11, 2014 3:15 pm
- Forum: ID Tech
- Topic: Blackrose: a new skin for the Mynx model (Download included)
- Replies: 14
- Views: 11667
Re: Blackrose: a new skin for the Mynx model (Download included)
With character textures you can simply use any texture size, as long as the proportions are kept the same. 

- Tue Feb 11, 2014 2:25 pm
- Forum: ID Tech
- Topic: Blackrose: a new skin for the Mynx model (Download included)
- Replies: 14
- Views: 11667
Re: Blackrose: a new skin for the Mynx model (Download included)
@ Hipshot: My plan is to make a bunch more of them. It's never too late to make a skin for Quake 3, is it? :D @ Eraser: I upgraded the main body texture from the original size of 256x128 pixels to a larger 512x256 pixel sheet. I kept the head and chest textures at the original sizes. I did that beca...
- Mon Feb 10, 2014 12:40 pm
- Forum: ID Tech
- Topic: Blackrose: a new skin for the Mynx model (Download included)
- Replies: 14
- Views: 11667
Re: Blackrose: a new skin for the Mynx model (Download included)
Thanks guys, glad you like her! 
@ mrd: That's what I do for a day job, actually. So In my free time, I like to kick back and have some fun with the oldschool stuff!

@ mrd: That's what I do for a day job, actually. So In my free time, I like to kick back and have some fun with the oldschool stuff!

- Sun Feb 09, 2014 1:35 pm
- Forum: ID Tech
- Topic: Blackrose: a new skin for the Mynx model (Download included)
- Replies: 14
- Views: 11667
Blackrose: a new skin for the Mynx model (Download included)
Hey guys! I finally finished this skin for Mynx. I had to shelf it for a bit when I went on a Christmas holiday, and only got back to it now. Download from Worldspawn: http://ws.q3df.org/model/mynx_blackrose/ [lvlshot]https://dl.dropboxusercontent.com/u/2167961/q3skn-blackrose-render.jpg[/lvlshot] h...
- Sun Nov 10, 2013 8:53 am
- Forum: ID Tech
- Topic: Screenshots
- Replies: 7361
- Views: 3273711
Re: Screenshots
Thanks for the reference! I haven't quite decided yet what to do with the costume design, so I will have to experiment for a bit.
- Sun Nov 10, 2013 2:22 am
- Forum: ID Tech
- Topic: Screenshots
- Replies: 7361
- Views: 3273711
Re: Screenshots
I started on a new skin for Mynx. :D https://dl.dropboxusercontent.com/u/2167961/mynx_wip01.jpg https://dl.dropboxusercontent.com/u/2167961/mynx_wip02.jpg I blew up the texture for clarity's sake. The actual resolution I'm painting at is 256x128. The weird stretchy part you see on the flat texture i...
- Mon Sep 16, 2013 1:32 pm
- Forum: ID Tech
- Topic: dmr3tourney2 "Innominatum objectum" by DOOMer - final
- Replies: 20
- Views: 16502
Re: dmr3tourney2 "Innominatum objectum" by DOOMer - final
I played your map and liked it. The texturing has a cool theme to it and the lighting is good. The gameplay might not be ground-breaking, but it works for me. The billboards are a bit garish unfortunately, but I realize that's a contest requirement, so it can't be helped. That said, I would like to ...
- Fri Jun 07, 2013 1:46 pm
- Forum: ID Tech
- Topic: Quake 3 Models
- Replies: 4
- Views: 3605
Re: Quake 3 Models
Polycount is now a forum aimed at professional game artists. Lots of people post pictures of their 3d models and environments, but usually nothing is downloadable. It's still a great place to learn modeling and texturing for games, and the quality of the art has increased vastly over the old days. H...
- Thu May 30, 2013 1:29 am
- Forum: ID Tech
- Topic: Dedbone: a new skin for the Bones model (Download included)
- Replies: 6
- Views: 3944
Re: Dedbone: a new skin for the Bones model (Download included)
I'm glad you like it, guys! :) Good catch, obsidian! I can't believe I missed that, LOL. I'll keep it in mind for next time, since I also already submitted this version to the Worldspawn Archive. I haven't done weapon skins before, but I've done props and level textures. However, those were for othe...
- Wed May 29, 2013 1:34 pm
- Forum: ID Tech
- Topic: Dedbone: a new skin for the Bones model (Download included)
- Replies: 6
- Views: 3944
Dedbone: a new skin for the Bones model (Download included)
Originally, I finished this skin in 2006. At that time, Polycount had stopped posting skins, so I never released it, thinking there was no community left for it. Now that I found this place, it seems like a good time to release this skin afterall. However, my painting skills have changed a lot since...
- Wed May 29, 2013 1:04 am
- Forum: ID Tech
- Topic: Screenshots
- Replies: 7361
- Views: 3273711
Re: Screenshots
Very nice, EmeraldTiger! I really like how those colors work together.
- Mon May 27, 2013 4:44 am
- Forum: ID Tech
- Topic: 3d character modelling problem
- Replies: 5
- Views: 2381
Re: 3d character modelling problem
It's unlikely this video is still around. Your best bet is to try and find similar stuff. What exactly are you having trouble with? Have you modeled characters before, or is this your first one? If you're new to modeling characters, any video on head modeling will teach you valuable techniques. Maki...
- Sun May 19, 2013 7:56 am
- Forum: ID Tech
- Topic: MSG Q3/QL Mapping Competition #5
- Replies: 36
- Views: 27272
Re: MSG Q3/QL Mapping Competition #5
This is great! 
I'm not a mapper myself, but I can't wait to see the awesome stuff I know you guys will come up with!

I'm not a mapper myself, but I can't wait to see the awesome stuff I know you guys will come up with!
- Sat May 18, 2013 7:01 am
- Forum: ID Tech
- Topic: Mormel: a new skin for the Orbb model (Download included)
- Replies: 12
- Views: 4126
Re: Mormel: a new skin for the Orbb model (Download included)
I'm working as an artist at Streamline Studios Malaysia. 
