Quake 2 is another classic from id software.While not modded quite as much as it's predecessor or Q3A, it is still a blast to play and the mod's on offer are bundles of fun. Just step into Quake 2 Rocket Arena, armed with the new and almighty rocket and rail gun and you will be gibbing for hours on end.If you dig fast paced action, then load up the good ole Quake 2, fire up a mod or two and have some fun!
Quake 2 Model Editor v0.90. Very useful in making sure your Quake 2 custom models work in game. IMPORTANT NOTE: change the preferences base folder to the mod you're working on. If you don't then you could have issues with non-player models.
Do you have to animate characters by dragging vertex's or can you use a skeletal animation system...
I believe that Quake 2 does not have skeletal animation support.
Nope, doesn't, but most games until ~2004ish don't. You can model in Blender (or your other favorite app), use bones, etc. then use q2modeler to attach the skin to the md2 model.
Is there a tutorial on the how too?
You cannot make Quake 2 custom models without making a new gamex86.dll. So, why " Very useful in making sure your Quake 2 custom models work in game." ?
I've made dozens of custom models and no dll changes. I have 146 custom player models in my Q2 install that don't need a dll.
You're misinformed. :)
The order of the animations and the number of keyframes they contain is hard-coded, so as long as you use the same animation order in the file and ensure the number of key frames match then you won't need to modify code. This is how custom multiplayer character models work without needing a whole new mod.
You also have to bear in mind that certain animations (e.g. shooting anim) have special behaviours coded for certain frames (e.g. spawn projectile on keyframe 3 during the shooting animation), so make sure custom animations respect that. Otherwise you should be ok.
Hello, I've been trying to change the scale and point of origin of certain models in a frame but whenever it moves onto the next frame of animation, it reverts back to it's original size and point of origin. Is there any way to copy the scale and origin attributes over to every single frame of animation whilst keeping the model and all other animations entirely intact? It's just to eliminate the tedium of separately changing each and every frame, I would appreciate it a lot if you could help me with this.
I don't know since I normally model in Blender, but from what I've done with Q2Modeler, it sets each vertex at each frame, so you should model everything before you animate it/add frames.
Cool, can I edit the skins in this editor? :)
I think so. I may have even put in some primitive painting ability, I can't really remember. But you can definitely import a different skin texture and move the texture mapping UV's around.
I think so. I may have even put in some primitive painting ability, I can't really remember. But you can definitely import a different skin texture and move the texture mapping UV's around.
You can, I use Blender & Gimp however. I make my skin in Blender/Gimp, then export as a PCX with the Q2 pallet, import in to q2modeler, setup the skin & re-save the model.
Thanks.
Is there a way to realign weapons to custom meshes inside QME, or do I need to export to something like Blender?
No, each frame has it's own center. I believe modern Q2 clients let you change the location of the vwep's, but 3rd person would need to be modified in something like blender. You COULD do it in QME but you'd have to do it each frame.
Can you add in a viewmodel perspective, it makes it more easier for me to see where weapons are going to end up
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