
This is a list of frequently asked questions that many people on
this list are sick of answering :) If you have any questions READ THIS
FIRST!This FAQ is by no means a complete guide. I haven't include much info on
qME and other programs yet and there a many other programs that aren't linked
either.
If
there is any info you would like added or other sites you think should belinked
then mail the q2
modelling mailing list.
Contributors:
·
Dave
"HotFat" Biggs
·
-=KrAy-ZeE=-
·
Phillip
Martin
·
Rowan
Crawford
Glossary
of terms
Common Questions
* indicates updated or added recently
[1] The Programs
[2]
The Basics
[3]
Quake 2 Model Errors
[4]
Other Bits
[5]
Other Help
[1]
The Programs
[1.1] I AM NEW TO MODELING, WHAT PROGRAMS CAN I USE?
Free Downloads
Things
you can buy.
o 3d Studio is one of the original great 3d tools. Although it only operates under DOS it's extremely powerful and is the prefered 3D model constuction tool of Paul Steed. The interface is very easy to learn and effective. Although there are plugins like Bones Pro available for 3ds Release 4, it is very limiting in is organic model animation capabilites.
[1.2] WHAT PROGRAMS CAN I USE TO MAKE SKINS?
There are numerous paint programs used for making skins, but generally you
needsomething that can preferably work directly with the Quake palette,
although youcan always remap textures to the Quake palette later if you aren't
too concerned with the outcome.
If you are doing your skins on an Amiga there is no better program to use. Brilliance has all the tools of Deluxe Paint, along with many more, all wrapped up with a easy to use interface. Unfortunately official PC version was never made, Pixler (see below) is a non-official port to DOS, and GraFX2 is similar too.
o NST is basically a dream come true for those wanting to paint skins. Underneth the somewhat daunting interface is a program capable of everything you could want in a skin editing/manipulating program, with semi-regular updates and no cost. To the die hard pixel painter, NST doesn't really replace the likes of GraFX2 (see below), but it's still a useful tool to have around, and certainly to anyone starting out it is the ideal util to get a grasp on.
o GraFX2 is a DOS paint program which is still being fairly regularly updated, plus the authors are open to requested features. It currently lacks a few "standard" tools such as the ability to type text, but it has an excellent workflow (helped immensely by the config util which lets you bind every single tool to your prefered hotkeys). Being DOS based might put a lot of people off, but working in DOS has many benefits like being able to work in a multitude of resolutions, plus you can control how fast the mouse is. Definitely the pick of the DOS based paint programs.
o Pixler is a "fan" port of Brilliance (an excellent Amiga pixel-editing program) to DOS.
o Deluxe Draw is the old Deluxe Paint reborn. It's a commerical product and looks to be virtually a 1:1 copy of the old DPaint except with some newer tools added to bring it up to date. It's still a DOS only product.
o PM is a very neat port of Deluxe Paint to the Win95 environment while also adding more tools and functionality. This is one of the better choices for pixel-level editing if you prefer to work in Win95.
o PSP is a very popular Win95 paint program having quite a lot of functionality and being cheap at the same time (in fact you can use the whole program without registering so long as you don't mind putting up with the registration messages).
o The most popular of all graphics programs, Photoshop is also not very good at doing Quake style skins. It's simply not designed to work on paletted images. However if it's all you have access to and want to use it you can try converting the images to the Quake2 palette after you've made them in PS.
[2] The Basics
[2.1] HOW DO I MAKE A MODEL?
There are several good
tutorial sites around the net on making models with various different modeling programs.
One of the best places for tutorials for commercial applications like 3D
Studio, MAX, Lightwave, Alias/WaveFront, Bryce, SoftImage, TrueSpace and other
applications is 3D
Cafe Tutorials.
[2.2] HOW DO I MAKE THE SKIN MAPPING
COORDINATES?
- In Q2 Modeller
Go to the F1 Help menu and read "Making a basic Skin Mesh"
[2.3] How do I make the Capture the flag skins?
CTF skins are exactly the same as normal skins except 1 thing. The
red skin is named ctf_r.pcx and the blue skin is called ctf_b.pcx.
and of course you also need the ctf_r_i.pcx and ctf_b_i.pcx files as well.
[3] Quake 2 Model Errors
[3.1] WHY DO I GET ERRORS THAT SAY "NULL
SKIN FOUND"?
This is because you haven't
linked the skin to the model properly. If you are making a player model, there
should be no linked skins. Other models should have a skin linked that is in
the same directory as the model. To fix this, use NST or Q2 modeller.
- In NST
Open the model, and you
should get one of the following messages:
"External PCX does not
exist...creating temporary skin"
"This MD2 has no internal skins, would you like to load from it's base
folder?"
If you are making a player
model, and get the first message (or no message at all) you should unlink the
skin.
Click "Skins" then click "Unlink".
Then save the mesh by clicking "File" and "Save". Then open
the model again, and you shoud get the second message.
If you are making a weapon or monster model, then when you open NST, you should
get no messages at all. If you do, unlink the skin, then open the proper skin.
Link this skin to the model, then save the mesh by clicking "File"
and "Save". When you open the model again, you should get no
messages.
- In Q2 Modeller
First set your game path to
\quake2\blah (blah is your game or baseq2)
Then put the save the skin
where it should go,
EG, for a new BFG weapon model it will be in
/quake2/blah/models/weapons/v_bfg/skin.pcx
Now when you save the model save it to
/quake2/blah/models/weapons/v_bfg/tris.md2
Q2 modeller will then ask you for the skin that is in the model, simply
navigate to correct path and save it.
[3.2] WHY DOES MY SKIN LOOK BLACK AND RED?
This is the same problem as
[3.1] above, except in GL you don't get the NULL skin error.
[3.3] WHY DO I GET AN ERROR SAYING "BAD PCX"?
This could be due to several
problems. The skin must the proper size and color depth.
If you open the model and skin in NST, and get an error saying the skin size or
dimensions are incorrect, then you need to click "Skins" and
"Re-size all" to see how large the skin should be. You will probably
have to make a new skin, but you might be able to just resize the skin from
NST. If you resize the skin in NST, you need to save the mesh by clicking
"File" and "Save".
If you open the skin in NST,
and it looks like some Rainbow Brite skin instead of the skin you remember
making, you probably forgot to change the color depth to 8 bit color (256
colors). Going from 24 bit color to 8 bit color is different for every paint
program, so if you don't know how it's done with the program you use, read the
help file.
You could also get this error
if your skin size exceeds the games limits. The largest skin you can use in
Quake 2 is 640x480 pixels. This is too large anyway. The largest size your skin
should ever be is 512x512 pixels. Recommended sizes are 256x256 and 256x128.
The reason for this is 3DFX cards. They have a hardware limitation of 256x256
texture size, and will scale down anything larger. These cards work best with
skin sizes that are a power of 2 (64x64, 128x128, 128x256, ect). Also keep in
mind that the larger the skin is, the more texture memory it will take up on
any 3D accellerator, not just 3DFX. If you want to avoid lots of texture
thrashing, keep the skin size down.
[3.4] WHY DOES MY SKIN LOOK WARPED?
Quake 2 is very picky about
the PCX format. Some programs (such as Corel Photo-Paint) don't quite save the
skin in a way that Quake 2 likes, and the skin will look like it was mapped
onto the model sideways. Simply open the skin in NST, then save it by clicking
"Skins" and "Save".
[3.5] WHY DO I GET THE ERROR "R_DrawAliasModel: No Such Frame ##
Your model doesn't have the
same number of frames as the model you are replacing. If your model is a player
replacement then your model needs to have 198 frame, just like the quake 2
player models, and in the same order for the actions like running, firing,
death etc.
[3.6] WHY CAN'T I CHOOSE MY MODEL IN THE MULTIPLAYER MENU?
Make certain there are NO
files in the baseq2/players directory. If you don't have any files there and
still can't choose your model, move all the other directories out of the
players directory except for Male, Female, and your own directory. Then start
Quake 2. Then you can exit Quake 2 and put the other directories back.
Also make sure you have the
tris.md2, weapon.md2, weapon.pcx, xxxx.pcx, and xxxx_i.pcx (where xxxx is the
name of the skin). The xxxx_i.pcx file is the small face preview of each skin
and it MUST be there for the model to appear in the player select menu.
[3.7] I CAN CHOOSE MY MODEL FROM THE MENU, BUT THE MODEL DOES NOT
SHOW UP IN THE PREVIEW WINDOW!
Most likely your model is
off-center. You will have to either center all the frames in your modeling
program, or use Q2 Modeller to move all the frames. You also may want to check
the scale of your model. If you made the model with a program that uses a
smaller scale than Quake 2 (such as LightWave or TrueSpace) then you will need
to scale all the frames of the model.
[3.8] THE QUAD AND INVULNERABILTIY
POWERUPS LOOK WEIRD!!!
This problem was a bug in an
old version of q2Modeller. All versions before the initial 0.9 release had the
error. If you download the latest version of q2modeller from the Q2 Modeller Site and resave your model the problem should be solved.
Here's an example of the quad screwing up
REALLY badly...

[3.9] MY SKIN HAS BRIGHT WHITE BITS IN
THE GAME, HOW DO I FIX IT?
This problem is caused by
the use of color 255 in the palette. This color is used for transparent
sections of menu graphics etc and when it is used on a model skin or a wall
texture it appears bright white.
To remove it the easiest
way is to load your skin up Paint Shop Pro or other paint program and go to the
palette. Alter the color of 255 to something really bad like bright pink or
something so you can easily see where it is in your skin. Then just paint over
the bright spots with another color that is better suited such as color 104.
[3.10] WHY DOES MY SKIN HAVE PINK BITS
WHERE IT SHOULD BE WHITE?
This is because you have used an old version of the quake 2
palette to make your skin. Old version of the palette had white colours where
the final palette had skin tones. You can get a copy of the proper palette by
extracting it from the "colormap.pcx" that can be found in your
quake2\baseq2\pics\ directory. Althernatively you can download a JASC Paint Shop
Pro format palette HERE"
[4] Other Bits
[4.1] HOW CAN I MAKE MY MODEL FROM MY PROGRAM
INTO A QUAKE MODEL
There are several programs
that can read files to create a quake model and each supports different file
types.
Now comes the easy part. Lets presume that you have unziped
Qdata to f:\q2utils
Copy all of your animation frames to f:\q2utils\bin_nt\frames
Generate a text file, and write the following:
$modelname whatever_name_you_want
$cd frames
$origin 0 0 24
$base base
$skin skin
$frame frame01frame02 frame03 etc etc
Save this file as whatever_file_name.qgr to your
/q2utils/bin_nt directory. It is also presumed that when you exported the
frames, you named then frame01, frame02, frame03 etc etc. and that you have exported
your base frame to base.3ds
Now simply goto the /q2utils/bin_nt directory, and type : qdata -3ds
whatever_file_name.qgr
Everything should have gone smoothly. You might have to fiddle with the
origin settings ...
[4.2] MY MODEL LOOKS LIKE IT BEEN TURNED
INSIDE-OUT
All the "normals"
of the faces are the wroing way around, this can happen with things like .3ds
files as different programs read file in different way.In your program of
choice select all the faces and flip the normal the other way. Your model
should then display properly.
[4.3] WHERE CAN I FIND THE QUAKE 2 .MD2
FILE FORMAT?
/*========================================================================.MD2 triangle model file format========================================================================*/#define IDALIASHEADER (('2'<<24)+('P'<<16)+('D'<<8)+'I')#define ALIAS_VERSION 8#define MAX_TRIANGLES 4096#define MAX_VERTS 2048#define MAX_FRAMES 512#define MAX_MD2SKINS 32#define MAX_SKINNAME 64typedef struct{ short s; short t;} dstvert_t;typedef struct { short index_xyz[3]; short index_st[3];} dtriangle_t;typedef struct{ byte v[3]; // scaled byte to fit in frame mins/maxs byte lightnormalindex;} dtrivertx_t;#define DTRIVERTX_V0 0#define DTRIVERTX_V1 1#define DTRIVERTX_V2 2#define DTRIVERTX_LNI 3#define DTRIVERTX_SIZE 4typedef struct{ float scale[3]; // multiply byte verts by this float translate[3]; // then add this char name[16]; // frame name from grabbing dtrivertx_t verts[1]; // variable sized} daliasframe_t;// the glcmd format:// a positive integer starts a tristrip command, followed by that many// vertex structures.// a negative integer starts a trifan command, followed by -x vertexes// a zero indicates the end of the command list.// a vertex consists of a floating point s, a floating point t,// and an integer vertex index.typedef struct{ int ident; int version; int skinwidth; int skinheight; int framesize; // byte size of each frame int num_skins; int num_xyz; int num_st; // greater than num_xyz for seams int num_tris; int num_glcmds; // dwords in strip/fan command list int num_frames; int ofs_skins; // each skin is a MAX_SKINNAME string int ofs_st; // byte offset from start for stverts int ofs_tris; // offset for dtriangles int ofs_frames; // offset for first frame int ofs_glcmds; int ofs_end; // end of file} dmdl_t;
[4.4] How do I make new player view weapon models?
The basic model making methods for a v_weap model (The weapon
model you see in the game infront of you.) is of course the same as any other
model, however there are a few other things that require attention.
Scale
Make sure the model is the proper size. If the model is too big then when you
walk up to a wall it will look like the front of the gun sticks into the wall,
which is bad. The best way to get the size right is to compare your model to an
existing quake v_weapon model.
Position
One of the most annoying things about weapon models is getting the weapon in
view just right. Once again the easist way is to compare you model directly
with as quake v_weapon model. For example merge a standard frame of another
v_weapon into your model, scale and align your model so it's the same as the
quake model, then delete the quake model. This will get the model in just about
the correct position. You may still need some tweaking some of the position to
get it right. This is done easily in q2modeler or qME by just moving all frames
at once to the position you want.
[4.5] How can I add VWEP Support to my player
model?
There's a great tutorial for
3dsmax users at http://www.planetquake.com/q2pmp/dev_central1/tutorials/vwep.html
[5] Other Help
[5.1] WHERE ELSE CAN I GET HELP?
Try these websites for help:
THE END