A lot of questions regarding modelling

Discussion for Level editing, modeling, programming, or any of the other technical aspects of Quake
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udm
Posts: 3
Joined: Fri Feb 29, 2008 1:31 am

A lot of questions regarding modelling

Post by udm »

Hi all, first post here. I'm rather desperate now because I need to export a minigun model I made for Jedi Academy:

http://i229.photobucket.com/albums/ee29 ... 1203268261
http://i229.photobucket.com/albums/ee29 ... 1203268266
http://i229.photobucket.com/albums/ee29 ... 1203268262
http://i229.photobucket.com/albums/ee29 ... 1203268265

As you can see, the UVmap/texturing is done for it too. However, it was created in Lightwave, which is at a disadvantage when it comes to exporting models for Q3-engine games (the only MD3 exporter is no longer supported by later versions of Lightwave)

Anyway, I've got a few questions, hope you all can take some time to help me out

1) How are tags made? I understand that tags are right angled tris, with each vert defining the angle that the object is facing. However, I also read that tags are used to join objects together. If you look at my minigun, it definitely has more than 1000 verts, which isn't supported in JA (Jedi Academy), so I'm splitting them up into 3 different meshes (handle, main body and barrel). In this case, do I have to create separate tags for each mesh? I've also read that tags should be linked to bones, but my weapon doesnt have a bone! Then there's also the issue of assigning a function to each tag. In JA, there are tags that say tag_flash, which are used as placeholders for the muzzle flash. How do I assign a function to the tag, or even find out what the tag really does for that matter?

lol I'm sorry this is all too much for me, and I apologise if I sound like I'm going to throw a hundred questions at one go

2) Is it possible to script a rotating barrel that accelerates/decelerates for MD3?

As you can see, my main query involves around tags. I want to get to the bottom of this issue. Find out what on earth they're for, how I can manipulate them and create them
Kaz
Posts: 1077
Joined: Wed Mar 08, 2006 3:43 am

Re: A lot of questions regarding modelling

Post by Kaz »

As far as assigning functions, you just name the piece of geometry whatever tag you want it to be (tag_flash, etc.). I'm pretty sure that the rotating barrel business would need to be a cgame code change... Getting around the 1000 vert limit only means that a single piece of geometry within your mesh can't have 1000 verts, so you can just detach your handle and barrel from the main body but still export them all in one .md3. This generally leads to tiny cracks between the separations because the verts are no longer welded (or something, i'm talking out of my ass), so maybe there's a better way to do this. I'm not sure about the bone issue.

Hope that helps some! What res is the skin by the by?
udm
Posts: 3
Joined: Fri Feb 29, 2008 1:31 am

Re: A lot of questions regarding modelling

Post by udm »

Hi Kaz, yup that helped a lot. I have more questions though, but I'm in a rush now. I'll post em later, as I know another kind soul will help me :p

The skin's 512x512
udm
Posts: 3
Joined: Fri Feb 29, 2008 1:31 am

Re: A lot of questions regarding modelling

Post by udm »

More questions :D

- How do I attach the tag to my model?
- About the assigning functions thing, what I meant was, instead of tag_flash, let's say I want to create a new tag of my own eg. tag_crazyhugegiraffe. Do I define this in the code?
^misantropia^
Posts: 4022
Joined: Sat Mar 12, 2005 6:24 pm

Re: A lot of questions regarding modelling

Post by ^misantropia^ »

udm wrote:- About the assigning functions thing, what I meant was, instead of tag_flash, let's say I want to create a new tag of my own eg. tag_crazyhugegiraffe. Do I define this in the code?
Yep. Without the corresponding cgame code, your custom tag won't do anything.
^misantropia^
Posts: 4022
Joined: Sat Mar 12, 2005 6:24 pm

Re: A lot of questions regarding modelling

Post by ^misantropia^ »

Kaz wrote:I'm pretty sure that the rotating barrel business would need to be a cgame code change...
Probably not, VQ3 already supports tag_barrel.
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